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Show me your Weapons!


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SCAR-L 550ish Polygons

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Hiya,

Nice work Snowfella, especially keeping the polys so low even with the detail. I am not sure what the real gun looks like, so I can't give that good of a crit. I does remind me of the M4 though. Nice detail on the base of the gun also.

Overall I think that it looks nice sir :D. I notice you don't do the individual slits on the rail, but I assume that is to put detail elsewhere. Sorry to ramble on wish I could give a better crit.

As always take care, be safe, and farewell

aethalin

^._.^ meow!

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GRAW didnt even do sets...

its not required i guess... most people arent gun nuts like us so they dont usually notice stuff like that.

makes the polycount lower too so who cares

Edited by Prozac360
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Guess I'm just used to doing solid rails as I can fake them rather convincingly with texture. Ofcource it's not going to look spot on but with the VBS1 firstperson weapon view you are hardly going to notice unless you look carefully at it.

Here's a shot straight from VBS1 using one of the M4's from the SF1 Module

vbs1weaponview_thmb.jpg

(Click for full size 1280x1024 screen)

Only post editing done to it is upping the brightness somewhat as VBS1 cranks up your gamma while ingame and optimizing it using Imageready.

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Hiya,

Nice work Snow, I like the texture. I didn't think that you had to differentiate the seperate rails. :) I mostly meant that I noticed that many people didn't do them. I figrued it was because of the poly count. Is it a straight color texture or do you have a bump map added?

My only crit would be the back of the gun near the beginning of the stock. It looks a bit weird, but that might be because of the position.

It was mostly me thinking, if I should try a flat one, since they do eat a bit of polys. I guess what ever way works, but I am still learning modeling, so i have a bit to learn.

Another question what is VBS1? Good work though, any new guns in the works?

Another question do any of you guys get together to make mods? I can only imagine, if many of you joined together :thumbsup: .

As always take care, be safe, and farewell

aethalin

^._.^ meow!

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Another question do any of you guys get together to make mods?  I can only imagine, if many of you joined together  :thumbsup: .

That happened once for a HL2 mod, but it was cancelled.

There haven't been many projects where several of the well known weapon modelers have worked together.

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I wish that was my model aethalin but unfortunately it isn't, sorry if it came across that way. I merely posted that screencap up to illustrate how the first person view looks inside VBS1 and how convincingly you can "fake" a rail with texture.

I do however think I know who made the model and that would be Earl of Standard Upgrade fame :notworthy:

VBS1 is in my mind the ultimate in tactical sim's. I't a derivate of Operation Flashpoint and has been designed as a military training tool, currently in use by among others the US Marine Corp and Australian Defence Force. Several other branches, among them US Special Forces, are looking at adopting it aswell.

More info can be found in the below link.

Virtual BattleSpace website

Being a derivate of OFP VBS1 is a DX7 application so it only supports colour maps and some very basic HW T&L. VBS2 that is in development should support additional maps but info about that is very limited at the moment.

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Hiya,

Thank you for the clarification Snow :D . I see what you mean about the rail texture. I was thinking that if I did it that way I would have saved over 300 polys on my G36c heh. Yeah I can understand... I wish it was mine also :whistle: .

Thank you for the link I never heard of it before. When I saw some of the graphics I thought that it was OFP at first. That is cool to bad it does not support normal maps.

Thanks for the information Sup, it would be cool if more people got together again to try a ultimate mod. Maybe when some of the newer games come out, it might happen again. :thumbsup:

Hopefully I will have some more pics to bug you guys for crits on, if I finish my figures and my tank.

As always take care, be safe, and farewell

aethalin

^._.^ meow!

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If it's just a matter of around 300 polys then you can afford to model the rail properly. If I were to do the same on the HK416 we are talking an additional 860 polys and in my mind that's all to much to "waste" when I just aswell could fake it with a texture.

Does look nice with modeled rails though :(:rofl:

HK416-AG416-fun.jpg

HK416 with Surefire M900 and HK416/AG416 combo coming in at 4344 and 5084 polys respectively...final game versions are 860 polys less

Snow

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I've had some time in the last 2 days to start the HK416's texture and I'm making pretty good progress. As usual I use my old tried and tested photobased method combined with handpainted elements, in this case the reciever is mainly photobased (although it started it's life as a KAC SR15) while the railsystem is 100% handpainted. Still some finishing touches left to make on both the reciever and railsystem before I can call them finished though.

HK416-AG416-4.jpg

(1024x1024 colour map used)

Don't pay any real attention to the Elcan's and Surefire's textures, using over 2 year old textures as "placeholders" at the moment. <_<

@Razor: You never sent me your version of the HK416 mate. What I'm using here has a base is the HKM4 reciever I made for the "Final Curtain" mod.

hk-m4-1_thmb.jpghk-m4-2_thmb.jpg

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I kinda prefer photobased stuff as unless you are very skilled at painting textures they come out looking very bland in my eyes. Even with shading and everything they just don't get the sence of depth and textures that a good phototexture has.

Be abit different if the engine I was working for supported spec and bump/normal maps but as it doesn't I'm happy to run with the old tried and tested tecnique ;)

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And paint it will get Whisper! ;) I'll be shipping the texture over to you for some loving camo touches ASAP.

Here's the mostly finalised HK416 base, apart from brightness tweaks once I get it ingame...time to dig into the AG416 launcher next :yes:

HK416-AG416-5.jpg

And a closeup of the reciever to clearly show the textures resolution :rocky:

HK416-AG416-6.jpg

Once the AG416 is finished I'll redo the Elcan and Surefire, most likely remodeling parts of them.

Snow

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Hiya,

Thanks again for the clarification Snow, and yeah the fully modeled rail does look nice doesn't it :) . I can see why you didn't though with that much polygons.

Nice texture so far, have you made it to the clean up stange yet? I noticed that a couple areas seem to have to much of a sheen, but since you have to check it in the engine anyway. It might vanish in game. Are you going to put more scuff marks on the texture, or is the map lower resolution and the detail would be lost?

Good work none the less so far, the camo texture should look nice. What type of camo texture will you be going with?

I myself like to hand paint everything if possible, but I do make sure that I have multiple photo reference to get the feel of the color, and to make sure there is no lighting issue changing the color. I guess that it feels more natural to paint it for me, but I have seen some fantastic use of photos, which sometimes I will use. I guess that it just depends on the situation. If I can't get the texture feel I want with Painter or Photoshop, I just grab my acrylics, oils, or watercolours to fix it :). Sometimes you can come up with some great textures that way, while using various other items like sponges, clay, miniature flock, and other items from your house.

I do you use photos sometimes if I am making a seemless texture for a world, but sometimes it is hard to fake a very detailed dirty brick wall texture with just photoshop.

Ack sorry to ramble, as always take care, be safe, and farewell

aethalin

^._.^ meow!

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it is tuff making your own textures :rocky:

Althoe First person weapons really dont need very detailed ones, some slight lighting and grunge / scratches... its mostly the model that makes the gun.

Edited by Prozac360
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