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Everything posted by SnowFella
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Loosing the scope and using the Barret scope would be the easiest way to go as all you need to do then is place a dummy for the scope and in the xml files tell GR:AW that the model can use the original sniperscope.
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Real time day & night cycle.
SnowFella replied to WITCHER's topic in GR:AW 2 (PC) - General Discussion
As do OFP, VBS1 and ArmA -
Alright, 3 new renders for tonight...these ones will come in thumbsize, small and fullscale as the full resolution ones are just that tad big. Click the rhumbnail to get the downscaled and the link below the thumbnail for the full resolution render. Full scale, 500Kb Full scale, 500Kb Full scale, 450Kb Time to finalise the last items of the interior and set up a "proper" rendering scene.
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Not nessesarily Jay, they are straight 3d models with standard colour texturemaps....means I can import them into anything I'd like. And the thought of importing them into GR is indeed floating around in my mind at the moment...just to show the difference between quality models and what we have been seeing from this community lately.
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You mean like this? SCAR Tan SCAR Tan Ironsights
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Looks pretty good to me, although maybe alittle overkill on polygons in some areas. In perticular the barrel and scope, for example you don't need to model out the hole in the muzzle as it will look just as good textured in. As for the rest that you need help with. Mapping would have to come first and that's one of those things that when you do it the first time seems like a black art. I have no idea what mapping tools Cinema 4D has so I can't really help you there, with 3dsm it would be pretty straightforward. Start off on things like the stock with a normal planar sidemap using UVWmap
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Your just jealous because I acctually know something about the hardware I model chems.
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hehe...only reason I acctually knew this was that I did some pretty decent research on the various M14 variants before I started modeling my M14 DMR
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Not much left to do on the decals now, apart from a truckload of cleanups of my mapping aswell as sharpening up the blendmask. Also have to finish the stripes around the rear and side windows, make the stripe around the headlights and add a tiny bit of stripe at the rear corner of the front fenders. I've un mirrored the model for these renders to fully be able to show off the text on the rear spoiler.
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It's a blend material mate, all I'm painting is a black and white mask telling 3dsm what of the 2 materials (black metal or gold decal) to use where. Means I have full control of the specular and reflection of the decals using that materials properties I am thinking about turning the gold material into a shellac one instead of raytrace, that way I can even toss in some small darker flecks into the gold colour as looking at the reference I have the decals doesn't have uniform colour in them, they instead look to have similar properties to metallic paint.
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Here's a very early preview of the look with some of the decals slapped on. I've still got to round out most of the corners on the pinstripes and tweak my mapping somewhat in places. Keep in mind that the model still is mirrored down the centerline, making the bird on the hood look very funky.
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It's an optical illusion that the fender gets wider above the wheelwell...but it does indeed change shape slightly there While the hood has a uniform curve on it the fenders acctually curve up slightly over the wheel archs. I started mapping out the body yesterday and also painting my decal mask, with any luck I'll have something to show for in a couple of hours
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Don't think they would be using the M14 DMR Proazc, it's a rifle the Marine Corp built and use. The 101st are more likely to be packing the M14 SEI EBR. Some really good images of it here
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Alrighty, although only the seatbelt's been modeled since the latest renders some major work has been put into the start of a scene setup. Hopefully it will look alittle better with some reflected colour aswell as some better lighthing. (click for full res) (click for full res) Left to toss into the "studio" are some reflection planes and sorting out lighting of the interior that's way to dark at the moment. Snow
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Didn't see this thread when I posted this into the wicked photos thread, but as it's all about this story I might aswell toss the picture and videolink in here aswell. Story with link to videoclip of the raid
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Sure you did only altered the smooth groups settings and didn't also mess up the material ID settings that sit right above smoothgroups? The only time the "match material to material ID's" dialogue will come up is if the meshes you are trying to attach together have different material ID's, if they are identical then it won't come up. Best way to test and fix this would be the following. 1: go into face/polygon mode and using the "select by material ID" dialogue test different material Id's. If the whole model uses the same ID then once you find that perticular Id No the whole model wil
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It's not even a temporary setup mate...it's scanline and 3dsm's default 2 point lighting. We'll see what I can come up with in the end, lighting has always been my main stumbling block.
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4 new renders uploaded tonight. It's now got a full interior with inner roof aswell as rearseat. Dashboard is just about finished with just the radio and 8-track player left to fully model and texture. Other things left to model of the interior is pedals, seatbelts (probably just do the front ones) and quite possibly some front floormats. On the exterior all I've got left to do is mapping, painting a mask for the decals and then welding the 2 halves together. Oh, and fixing up a something to fill the gap inbetween windscreen and hood. Snow
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Full story including video clip can be found here Snow
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Looking for a new character for your mod ?
SnowFella replied to thales100's topic in GR - Character & Skin Modding
I'm guessing smooth modifier set to 0 iterations....correct? If so you would get alot better result if you instead used smoothgroups as your whole mesh now looks smooth without any hard edges at all. With smoothgroups you could make those pouches and pockets have a hard edge. -
Looking for a new character for your mod ?
SnowFella replied to thales100's topic in GR - Character & Skin Modding
I'm not talking about meshsmooth mate, and that's the only form of smoothing supported in 3dsm V5 that will affect your polygon count. Meshsmooth on a gameres model is about the worst thing you can possibly do. What I'm talking about is the use of smoothgroups on the geometry. Using that you can assign smoothing to groups of faces by simply selecting the faces you want to be smooth and assigning smoothing to them. It will make the faces look smooth but won't affect your polygon count at all. -
Looking for a new character for your mod ?
SnowFella replied to thales100's topic in GR - Character & Skin Modding
May I suggest one thing for coming characters you export thales...the use of some smoothgroups on the geometry to get away from that boxy look. Things would look 10 times better ingame if you get that going aswell. -
Looks like a slightly altered Hk SL8 to me
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That's just a difference in lighting mate, I haven't made any changed to the floor texture. The problem I have with some of the textures, like the floor and plastic one, is that they look good up close with colour, bump and spec but as soon as you zoom out it all just blurs together. Not much I can do about that though other than rendering larger screens
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Some more details and also tweaked materials. Feels like it's progressing slower when I model, map and texture everything as I go along as opposed to first modeling everything and once that's finished map and texturing it.