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created A few weapons
on 03-01-2007 01:22 PM
Just a few weapons I did in my very short short free time. Most of them are very low poly. For no particular project, just my own free time.
Ak-74 with GP 30 grenade launcher, and KOBRA red dot.
M249 SAW 1800 polys
M4 2000 polys
PKM 2400 polys
Russian RPG-7D paratrooper version with Chinese scope
VSS Vintorez
And a family of low poly weapons I did long time ago.

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, null,
19 Posts,
Join Date Aug 2006,
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created Re: A few weapons
on 03-01-2007 01:35 PM
Wow, some of the best guns i have ever seen, Very nice work man.
-Environment Artist- Capcom Games Studio Vancouver
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, line,
93 Posts,
Join Date May 2006,
Location Vancouver
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created Re: A few weapons
on 03-01-2007 01:41 PM
most impressive!
draw without greed
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created Re: A few weapons
on 03-01-2007 01:44 PM
damn! Very nice.
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, dedicated polycounter,
1,662 Posts,
Join Date Sep 2006,
Location Kirkland, WA
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created Re: A few weapons
on 03-01-2007 01:46 PM
Damn, that's a hell of a lot of work to do in your free time. They all look superb. Thanks for sharing. [img]/images/graemlins/smile.gif[/img]
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, triangle,
408 Posts,
Join Date Dec 2006,
Location Sydney, Nova Scotia, Canada
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created Re: A few weapons
on 03-01-2007 01:48 PM
good stuff throughout, but that ak47 is completely off the chain
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, card carrying polycounter,
2,161 Posts,
Join Date Jan 2006,
Location seattle
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created Re: A few weapons
on 03-01-2007 01:53 PM
I like the M249 and the M4 you made, very nice texture work!
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, spline,
139 Posts,
Join Date Jun 2006,
Location Earth, Europe, The Netherlands
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created Re: A few weapons
on 03-01-2007 03:38 PM
Very impressive!
If you could advise me a little: what texture resolution does that first AK47 use? Does it use a normal map (if so, how did you generate it)? Did you use photos in your textures or were they painted?
Sorry for the barrage or questions, but I'm still trying to find out how such great works are done [img]/images/graemlins/smile.gif[/img] Cheers
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, spline,
208 Posts,
Join Date May 2005,
Location Seattle, WA
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created Re: A few weapons
on 03-01-2007 03:57 PM
Very nice textures, I'd also like to know what sort of resolutions you're using. Great job.
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, polycounter,
826 Posts,
Join Date May 2006,
Location Baltimore, MD
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created Re: A few weapons
on 03-01-2007 03:58 PM
that first AK-47 made my jaw drop...this stuff is incredible! what studio do you work for?
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, veteran polycounter,
3,919 Posts,
Join Date Feb 2007,
Location UK cheltenham
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created Re: A few weapons
on 03-01-2007 04:30 PM
excellent!
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, Counter of Polys™,
6,435 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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created Re: A few weapons
on 03-01-2007 04:55 PM
This is what Dictionary.com defines as a few (I found the sentence they used the word in rather amusing, hehe):
few:
–adjective
1. not many but more than one: ( Few artists live luxuriously. )
This post would be better named as "A Copious Amount of Weapons" or "...damn good weapons", either or :P
Great work man! I'm also curious as to the texture resolutions you've used.
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, Moderator,
1,419 Posts,
Join Date Apr 2006,
Location Frederick, MD
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created Re: A few weapons
on 03-01-2007 04:58 PM
Thank you guys
The resolution is 1 1024x1024 on AK, and 1 512x512 for Kobra and GP30 grenade launcher.
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, null,
19 Posts,
Join Date Aug 2006,
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created Re: A few weapons
on 03-01-2007 05:35 PM
Awesome job...
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, polycounter,
1,263 Posts,
Join Date May 2005,
Location melbourne australia..
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created Re: A few weapons
on 03-01-2007 05:41 PM
Yeah, that first AK is fucking nuts! Great work man.
-caseyjones
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, veteran polycounter,
3,866 Posts,
Join Date Feb 2005,
Location Malmö, Sweden
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created Re: A few weapons
on 03-01-2007 05:51 PM
yep, best weapon models (low poly) i've seen yet. job well done!
Its Pokey-count time!
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, triangle,
482 Posts,
Join Date Oct 2006,
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created Re: A few weapons
on 03-01-2007 10:10 PM
Great stuff, but since when is 5000 polys low poly(for games that is).
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, polygon,
602 Posts,
Join Date Oct 2004,
Location Maryland
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created Re: A few weapons
on 03-01-2007 10:19 PM
Holy fucking shit, those are the best things I've ever seen in my life!
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, card carrying polycounter,
2,032 Posts,
Join Date Oct 2004,
Location Vancouver Canada
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created Re: A few weapons
on 03-01-2007 10:30 PM
OK man oh man. These are amazing. Well I am gonna have to rework my rpg launcher now after seeing this stuff. You sure have set the bar with how guns should look. This stuff is simply amazing.
Any chance on seeing the texture flats?
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created Re: A few weapons
on 03-01-2007 10:55 PM
Thanks again for all the good words.
Irritant, hehehehe. Actually I think depending on the type of a game, 5000 polys to be constantly in a first person view, is a good investment in my opinion. Especially if you are not using normal maps. In all of my weapons, I just use a good ammount of polys where needed the most, and a good size texture no less than 512 by 512. Most of the engines I've worked with love polys, but hate the textures heheh. And that includes the ammount of them (normal, spec, bump etc). Today I find it easier to increase polys, and if we compare to say a 10,000 poly model (a car in a next gen racing game for example) 5000 would be lower hehehe. But ofcourse I must agree with you, 5000 wouldnt be the lowest [img]/images/graemlins/wink.gif[/img]
Here is a Dragunov Sniper Rifle I've been working on. My good friend helped me with modeling curved portions (butt stock, top cover) and I began texturing it with only 1 1024 by 2048 texture. Havent tested it in the engine yet, but I've always wanted to make one of the sexiest sniper rifles in the world.

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, null,
19 Posts,
Join Date Aug 2006,
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created Re: A few weapons
on 03-01-2007 11:21 PM
sweet ape jesus on speed! awesomeness to the end of time.
love it all!
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, dedicated polycounter,
1,752 Posts,
Join Date Nov 2004,
Location Norway
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created Re: A few weapons
on 03-01-2007 11:38 PM
5000 is fine for a FPV weapon, weapons that are in your view 100% of the time should get just as much love as characters, or more(highres res textures), since you see them much closer and for a longer period of time. Games that have really low res weapon models for FPV always look pretty shity.
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, Moderator,
8,681 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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created Re: A few weapons
on 03-02-2007 12:12 AM
This is absolutely exceptional work RussianKaliber. Really top notch stuff.
However, I gotta crit, since nobody else is [img]/images/graemlins/smile.gif[/img]
I would tend to disagree with your decision to go balls out with polygons and berate the use of a normal map. Honestly I think you'd have gotten a better result halving the tri count on the M4 and adding a normal map. These look absolutely fantastic in stills, but I'd be *very* curious to see them in engine in motion, with all that baked in lighting 'stuck' to the weapon.
The barrel grip pattern in particular on the M4 looks really weird just textured. It just feels a little old school and is positively *begging* for some depth.
Don't get me wrong. As I said, this is stunning stuff. I'm just saying don't be too afraid to explore new techniques really. Beautiful work though. If you're not in the video game industry professionally making first person weapons, you probably should be [img]/images/graemlins/smile.gif[/img]
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, veteran polycounter,
3,572 Posts,
Join Date Oct 2004,
Location SF Bay area
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created Re: A few weapons
on 03-02-2007 12:21 AM
Thanks Daz,
Great comment, and definately very agreeable point. I just wish I had a chance to be part of FPS genre.
The work I do, does not involve weapons and action [img]/images/graemlins/wink.gif[/img]
Hopefully soon
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, null,
19 Posts,
Join Date Aug 2006,
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created Re: A few weapons
on 03-02-2007 01:39 AM
Nice, I really like these versions of the ak and the m4 better than the previous ones you posted before. You really have some beliveable materials on them. Looks much better with the upped texture resolution on the rings on the m4, none of that nasty blurriness up close to the player anymore. I see that the streching on the ak is gone too, nice work.
The PKM and the SAW however, are both extremly lowres at the safety(?) on the top off the gun. These parts will be right in the players' face, fix it. I wouldn't even show the SAW in the state it is right now, looks like a bunch of lowres photos clobberd together.
Would be cool to see what you can do when you don't rely so heavyliy on photos for your textures.
FX Artist at DICE
"Glow can especially make your game look a lot better without spending much time on artwork"
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, polygon,
568 Posts,
Join Date Feb 2005,
Location Sweden
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