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First weapon model


swartsz

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thx Whisper and everybody, you are all too kind :D

a little question for everybody, would you like to see the Mp5 with some camopaint or should i leave as it is, let me know what you think! :D

without camopaint:

ren2.jpg

with camopaint:

ren3.jpg

Edited by swartsz
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me neither, only saw one pic of a camo'd mp5 on the net. but Incubus made a point, so i am going to make 2, one with camo and one without.

will have some results for you all later this weekend :D

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just a lil side note, go into 3ds and click on the mag. then select polygon.

then click on the "front" of the mag... the part that in your picture looks like

a gradient. then Detach it as a seperate object. then, give it its own texture.

this will give it a more finished look. do this for all sides of the gun that appear

to not match the rest of the texture. that will make it look perfect

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tnx Hitman, but i like said in a previous post, it is still a work in progress.

exported it today, just to see how it would look ingame, not completely satisfied with it. Hand placement isn't perfect and i think the texture is a bit too bright, but have a look yourself :D

mp5.jpg

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and i have a question for all of you. is there a size limit for texture files?

for example, the ones i made for the M4 models where around 300 Kb, but the ones i made for the mp5 are more than 4 mb, can that cause any problems or is it save to leave it as it is?

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jesus man... thats alot...

i have a texture that is 1024x1024 res, and that one is only 2.1 megs... how big is the picture?... dang. u might want to try saving it as a different type of .rsb take a look at this pic... u should save it as the A4 type... atleast this is how i do it. someone with a lil more knowledge might know the diff.

untitled.JPG

hope that helps.

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managed to make the texture a bit smaller, the new size is 1024x1024 and only 2 mb. also made a new camo texture for the mp5, which i think will look a bit better ingame. will have some results for you soon. have to retexture the model. :D

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Geez Gentlemen, Think of the poor 56kers.. 2Mb is still large for a texture file.

All my models are 256x256 or smaller.. Ok you may lose a LITTLE detail but if you texture in max using a large pic and then resize for game use you cant even notice the difference.

The Stargate mod so far with ALL characters ALL Guns ALL new Fascia and a new map is only 18Mb Zipped... Cmon guys think of all the people who have to down load the mods and are not on broadband...

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I agree. 1024x1024 is pretty much oversized for GR weapons. I really don't think you need it. Not only a problem for downloading, but some people with smaller video cards might run into serious trouble with that kinda load.

silencer.jpg

Something like this is a big waste of space. If you use the Unwrap UVW modifier, it's pretty easy to fit textures to your weapon, so you can squish stuff a little bit out of proportion. Here the suppressor should be shortened so the end can fit in beside it, making the texture half the size. So rather than make bigger textures, try to get the most out of smaller ones.

Edited by Earl
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thanks Earl and =MM= Shadow, i really appreciate it. i have made the textures smaller and they are now 513 Kb in size, i hope this is acceptable in your eyes.

if not, please let me know, because i want to make my mod available for everybody.

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I'm glad the subject came up - after I made the post I went back to working on Bajabravo's C7A1 and realized I was being a hypocrite. My base rifle texture was 1024x512, and the Elcan, M203, and additional C7 textures were all 512x512. I cut everything down (512^2 to 256^2) and all I lost was that perfect crisp look on 3dsmax closeup renders, which shouldn't be the baseline to judge game textures. It will still be more than enough detail for game use.

My Standard Upgrade textures vary from 200kb to 770kb, so I'd say 513kb is pretty good.

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@ FlyBy, thank you for your kind words, maybe the uncamoed version will be in the next Silent Warrior mod, wasn't to happy with the way it looked in GR, but i have found a way to alter it, so after i am finished with the mp5s, i will give the uncamoed M4 another go.

in the meantime, here are 2 new screenies of the camoed mp5. it still needs some work on the lefthandpoint and the texture in some places, but i like it :D

mpingame.jpg

mpingame2.jpg

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The camo is looking good, but it's too bright to be effective. You should go back and edit your texture in Photoshop, and turn down the brightness. The easiest way to do that is to go under image:adjust ---> hue/saturation and turn down the brightness. The coloring looks pretty good, but you can tweek it a bit by using the hue slider. It's looking good so far though.

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Got to add my two cents, I think you should try to create your own camo texture not use the plugin which I think that is?? Try copying the sniper one. Also I saw this cool thing were somebody had just done the texture the way SF do by putting coloured tap over the gun parts like round the main but, but with full camoed but stock. Im not sure about camo on an MP5. But you do what you think is best m8, seems to have worked great so far. Good job, how about some SPEC OPS stuff like doble mag, laser site etc.

Oh yeah I remember, you knwo your poly counts are high cause the weps are so good. Well a way to drop it is using alpha channels. I learnt this of CSK. Say you ahve he iron site on the M4. You have made it with an actual hole. WHat you can do is leave it with out a hole then use a aplha channel on the texture to make the inside see through. Check this out. Look at the ends of the gun. This is from Commandos mod by CSK

susatarges.jpg

Then in game.

sa80arges.jpg

Edited by Chems
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yes i use the VDL camo plugin to make the camo, with the green it works great in my mind, but havening lots of problems with it making a desert camo, i am currently trying to make my one, but it will take some more time before i am completely satisfied with it. And i have never seen a camoed mp5 in GR, so i wanted to make one but i am also making one without the camo so people can choose which one they like best and want to play with.

about the spec ops stuff, i will adding something like a laser sight or flashlight.

but that is the next fase :D

also tnx about the alpha channel tip, will have to look into that one of these days. i have set myself the goal to keep all of my models below 1800 at the moment. the mp5 is something like 800-900 ( without optimizing ). so i am pretty pleased with this polycount.

tnx Chems, i appreciate it.

Edited by swartsz
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