element11 0 Posted January 3, 2006 Share Posted January 3, 2006 Wow, nice model/texture snowfella. I am with you on the photo textures. I think if its done right, phototextures are better (but not always) than handpainted. I got kinda an OT question. How is it that HK totally copied colt's M4 stock (or vice versa maybe). The M4 stock is the same as the 416. How would 2 different companies have the same stock, and have very similar AR's?? Quote Link to post Share on other sites
SnowFella 8 Posted January 3, 2006 Share Posted January 3, 2006 @Aethalin: Cleanup will come next...at the moment the texture sheet is a mess of separate layers and I can most likely merge alot of them together. As for the sheen, it is kinda bright in areas indeed and if I toss it into VBS1 the way it looks now it will be even brighter. VBS seems to run at around +30 in brightness so I'll have to make the whole texture lots darker. I got kinda an OT question. How is it that HK totally copied colt's M4 stock (or vice versa maybe). The M4 stock is the same as the 416. How would 2 different companies have the same stock, and have very similar AR's?? ← HK did indeed copy the external look of Colt's M4, they even called it the HKM4 to begin with but changed the name after Colt started gearing up for a lawsuit. While it externally is very similar to an M4 the main difference is internally. The mechanism has been redesigned for better reliability, main change being a gaspiston system instead of the M4's direct gasblowback. Quote Link to post Share on other sites
Razors-3Dge 0 Posted January 3, 2006 Author Share Posted January 3, 2006 snow does that differance mean less recoil? Quote Link to post Share on other sites
SnowFella 8 Posted January 3, 2006 Share Posted January 3, 2006 Nah...means less buildup of carbon residue in the reciever. With the original Colt mechanism gas used to cycle the mechanism have been vented straight into the reciever causing fouling...some say this is the reason M16's and M4 have a reputation for jamming, that's not really true though. But with the HK system the gas used to cycle the mechanism never enters the reciever and hence no fouling. Quote Link to post Share on other sites
element11 0 Posted January 3, 2006 Share Posted January 3, 2006 Thats cool, thanks for the reply snow. You learn something every day! Quote Link to post Share on other sites
Razors-3Dge 0 Posted January 3, 2006 Author Share Posted January 3, 2006 ya snow knows everything related to armed forces, its quite crazy. word of advice, dont contradict him lol Quote Link to post Share on other sites
SnowFella 8 Posted January 4, 2006 Share Posted January 4, 2006 LOL Hardly mate! I just do alittle bit of research of what I'm about to model is all...plus I have alittle bit of own experience when it comes to weaponry from the army. Quote Link to post Share on other sites
snowpilot 0 Posted January 4, 2006 Share Posted January 4, 2006 ya snow knows everything related to armed forces, its quite crazy. word of advice, dont contradict him lol ← Amen. Tried that a couple times....I think I won.........nope. Quote Link to post Share on other sites
Razors-3Dge 0 Posted January 4, 2006 Author Share Posted January 4, 2006 (edited) Here is what i got so far for it, still working out the stuped smoothing crap, texture is also in the works, like duh. Im trudging along for my first time, but i will manage. O ya and also this is my first 3dsm render!! Edited January 4, 2006 by Razors-3Dge Quote Link to post Share on other sites
snared_gambit 0 Posted January 4, 2006 Share Posted January 4, 2006 Just the same old M4, but this is my favorite setup so far. Quote Link to post Share on other sites
Razors-3Dge 0 Posted January 4, 2006 Author Share Posted January 4, 2006 I want that eclan! Quote Link to post Share on other sites
SnowFella 8 Posted January 4, 2006 Share Posted January 4, 2006 Snared Gambits one? If so then it's an AN-PVS14 nighscope combined with a Eotech holosight. As for my HK416...I had a few polys to spare in my budget and some unused texture space so I gave it a KAC 300meter rear flip-up sight. Also started texturing the extra pieces...redoing the texture for the Surefire M900 right now. Quote Link to post Share on other sites
Razors-3Dge 0 Posted January 4, 2006 Author Share Posted January 4, 2006 Dope man dope! Quote Link to post Share on other sites
aethalin 0 Posted January 4, 2006 Share Posted January 4, 2006 Hiya, Ok thanks Snow, yeah if the brightness tends to be that off in the engine. You most likely will have to fix the contrast. Yeah I generally have a crap load of layers also, andI figured the clean up stage for yuo was next. Nice work so far, I really like the stock for some reason, and I find it and the barrel to be the best part of the texture heh. It is always good to have a great deal of reference. It generally adds so much to your project. The more you know about what you are working on the more detail and believable you can make it. It is one thing that I have found lacking in some of the newer artists. They tend to stylize what they can't quite draw or model. Heh I don't think Bouguereau would have gotten away with fudging as much as some designers. Sorry to go off track a pet peeve of mine . Nice work Snared I like the scope, it kind of reminds me oef the technique on doing hair for some reason . Very nice work though. What is the poly count if you don't mind me asking? Razor your model is nice, I like how you kept the form, but the texture does need a lot of work. It is a good start though, and congratulations on your first 3dsm . I would try to dirty the texture up a great deal more. Also the texture seems a bit to smooth, but it sounds like you see some of the issues alreasy, which is always good. MAybe once you start the detail phase it might change, but I have never been one about doing things pristine . Good luck with it, and the model is nice, so now just make the texture just as good or better, good start so far. Sorry to ramble again. as always take care, be safe, and farewell. aethalin ^._.^ meow! Quote Link to post Share on other sites
pz3 338 Posted January 4, 2006 Share Posted January 4, 2006 (edited) m4 low poly (1134) ... still texturing it slowly. whole model is using one texture Edited January 4, 2006 by Prozac360 Quote Link to post Share on other sites
element11 0 Posted January 5, 2006 Share Posted January 5, 2006 (edited) Nice guys, hey snow, whats the face count on that 416 as of now? Also whats the resolution on the texture? Nice prozac, I do think the handle is too sharp and could use a chamfer Edited January 5, 2006 by element11 Quote Link to post Share on other sites
pz3 338 Posted January 5, 2006 Share Posted January 5, 2006 its low poly man, its going to have a hand over it Quote Link to post Share on other sites
SnowFella 8 Posted January 6, 2006 Share Posted January 6, 2006 @Aethalin: Funny that you think one of the parts that I dislike the most is among the best, the stock. Nomatter how I've tried to get that bit of texture to look right in my eyes it just comes out looking weird @Element: The poly count at the moment is ~3900 for the Surefire version and just under 4500 for the AG416 version....it will drop slightly though as I've just found some polys that serve no purpose. As for texture sizes I tend to follow the VBS1 norm...1024x1024 map for the weapon, 512x512 map for any scope and an additional 512x512 map for accessories like grenade launcher. For this one the AG416 will have one 512x512 map and the surefire, railprotectors and a KAC M4QD suppressor will have one 512x512 map...those 2 maps should never be in use at the same time though. Quote Link to post Share on other sites
pz3 338 Posted January 6, 2006 Share Posted January 6, 2006 how are you editing the model without screwing up the uv mapping? or are you having to edit that aswell? Quote Link to post Share on other sites
SnowFella 8 Posted January 6, 2006 Share Posted January 6, 2006 It's pretty easy if you take it in steps. Just use target weld to clean out the polys that you no longer want...only do a few at a time though. Then go into UVW Edit and weld the same points in the mapping. Do it cleverly and you can cull quite a bit of polys without messing up the mapping at all. In this case it's more a case of polys inside the model though...things that never will be seen and I just can delete Quote Link to post Share on other sites
pz3 338 Posted January 6, 2006 Share Posted January 6, 2006 Cool, shall try it next time i see somthing ina model i dont like Quote Link to post Share on other sites
element11 0 Posted January 6, 2006 Share Posted January 6, 2006 (edited) its low poly man, its going to have a hand over it ← Aaaah gotcha. @Aethalin: Funny that you think one of the parts that I dislike the most is among the best, the stock. Nomatter how I've tried to get that bit of texture to look right in my eyes it just comes out looking weird I think it looks fine. @Element: The poly count at the moment is ~3900 for the Surefire version and just under 4500 for the AG416 version....it will drop slightly though as I've just found some polys that serve no purpose. As for texture sizes I tend to follow the VBS1 norm...1024x1024 map for the weapon, 512x512 map for any scope and an additional 512x512 map for accessories like grenade launcher. Wow thats pretty high poly. I didnt know that game could support such detailed weapon models and textures. For this one the AG416 will have one 512x512 map and the surefire, railprotectors and a KAC M4QD suppressor will have one 512x512 map...those 2 maps should never be in use at the same time though. Edit: fixed quotes Edited January 6, 2006 by element11 Quote Link to post Share on other sites
pz3 338 Posted January 6, 2006 Share Posted January 6, 2006 finally finished it Quote Link to post Share on other sites
ingeloop 8 Posted January 6, 2006 Share Posted January 6, 2006 damn! these guns shown here in this topic is pure magic. both thumbs up to you guys who know to model like this. find myself sitting here smiling and hoping that these things will show up in mods in the near future. keep up the spirit! best regards/ ingeloop Quote Link to post Share on other sites
pz3 338 Posted January 7, 2006 Share Posted January 7, 2006 and the m9 low poly is done Slack jaw modeled and mapped most of it and i just did a quick texture for a quick finish. Quote Link to post Share on other sites
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