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created M24 Sniper
on 05-01-2009 09:53 PM
i never been tooken out, i keep MC's lookin out
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, polycounter,
1,114 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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not bad, looks good, maybe you can rough it up a little? 
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, line,
89 Posts,
Join Date Feb 2009,
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very nice. I wouldn't scratch it up, maybe a spray job and a ghillie wrap.
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, veteran polycounter,
2,695 Posts,
Join Date Jan 2007,
Location San Jose, CA
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It's already roughed up more than I want it. I don't like when people scratch up metal to death.
Speaking of ghillie wrap, anyone have any suggestions of the best way to make one?
i never been tooken out, i keep MC's lookin out
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, polycounter,
1,114 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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Think besides the weathering the paint could use a little bit of "noise" to heighten the surface a little
Thatches should do it for the ghillie wrap..maybe add a bit of camo for the paint as well? Look at COD4.
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, card carrying polycounter,
2,094 Posts,
Join Date May 2006,
Location Canada
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I agree with adding a bit of camo, for the Ghillie wrap I suggest using the same method as for making hair. Paultosca has a great tut...here...
http://www.paultosca.com/varga_hair.html
I think just adding a some nice textures the ghillie wrap would look ace.
good job dude
-C
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, spline,
126 Posts,
Join Date Jun 2006,
Location Phoenix, Arizona
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do camo. weird for me to say this right now because ive been swamped in camo bullshit at work for 2 days straight.
some nice woodland colored camo would be sweet.
isnt there any kind of writing or insignia on the sides? they seem a bit plain right now, beautiful, but plain.
anywya, great job. looks sweet.
Serozh Sarkisyan
Environment Artist
Infinity Ward
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, dedicated polycounter,
1,305 Posts,
Join Date Sep 2008,
Location Los Angeles
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I would avoid "camo" as a pattern
Instead, if anything, I'd do a solid OD green "Paint" layer over what you already have, and then wear that down in spots (that way you're not fucking up the rifle itself, just some minor scratching/wear on the overlying paint.) And then throw a wrap on it. Like this (but without the crappy digital pattern)
Use alpha planes for some burlap, and jute.
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, veteran polycounter,
2,695 Posts,
Join Date Jan 2007,
Location San Jose, CA
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The diameter of the bolt is way to big. You had it closer in the high poly version but the low poly is too much. It makes the metal around the breech look too thin. It could use some scratches around the chamber too. Ejecting brass would scratch that area up.
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, triangle,
270 Posts,
Join Date Oct 2004,
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Quote:
Originally Posted by culturedbum
I agree with adding a bit of camo, for the Ghillie wrap I suggest using the same method as for making hair. Paultosca has a great tut...here...
http://www.paultosca.com/varga_hair.html
I think just adding a some nice textures the ghillie wrap would look ace.
good job dude
-C
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Love the method, but you have to be careful how many transparencies you stack in front of each other. Transparency sorting in real time and rendering can be a huge drain on the system and its prone to all kinds of errors visual and crash bugs. I would use that method only as far as learning how to create the opacity maps but not stack them that deep or big.
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, Polycount.com Editor,
13,966 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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Quote:
Originally Posted by Vig
Love the method, but you have to be careful how many transparencies you stack in front of each other. Transparency sorting in real time and rendering can be a huge drain on the system and its prone to all kinds of errors visual and crash bugs. I would use that method only as far as learning how to create the opacity maps but not stack them that deep or big.
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My understand is that kinda depends on whether you're alpha testing or alpha blending?
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, polygon,
700 Posts,
Join Date Nov 2008,
Location Vancouver
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nah, alpha's expensive either way. Sure, Alpha test is a lot cheaper, but it still makes you draw the same pixel over and over again, as you draw layer after layer after layer in the same spot.
It's fine to have a couple, and for a smallish prop like this, it's probably not much of an issue.
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, veteran polycounter,
2,695 Posts,
Join Date Jan 2007,
Location San Jose, CA
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nice and simple man!  fine job
Btw, random question, why are most of the weapons being posted here on PC using object-space normal maps?
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, dedicated polycounter,
1,831 Posts,
Join Date Aug 2007,
Location derp land
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because marmoset engine can use them and also this way you dont have to worry about smothing groups or none of that technical crap
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Quote:
Originally Posted by Tumerboy
nah, alpha's expensive either way. Sure, Alpha test is a lot cheaper, but it still makes you draw the same pixel over and over again, as you draw layer after layer after layer in the same spot.
It's fine to have a couple, and for a smallish prop like this, it's probably not much of an issue.
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depending on the drawing order (can be outside layers first) depth-test can prevent multi-drawing same fragment, hence alpha-test has at least the chance of being quicker.
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, dedicated polycounter,
1,348 Posts,
Join Date Nov 2004,
Location Germany
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A distinction should be made between realtime engines which handle opacity sorting much better then max or Maya. I'm pretty sure Max or Maya only us Alpha Blend and are missing alpha test, even feeding it a simple on/off image won't speed it up too much.
So while your working on the hair its going to be a pig of a process if you complicate it. It render hair/fur faster sometimes...
Last edited by Mark Dygert; 05-03-2009 at 07:32 AM..
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, Polycount.com Editor,
13,966 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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Wait a minute, since when do you make gun models?
 I kid. Looking nice dude!
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, veteran polycounter,
3,638 Posts,
Join Date Jul 2005,
Location Texas
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i really like it  its got a real gritty worked in feel to it. kudos!
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, spline,
191 Posts,
Join Date Sep 2008,
Location toronto
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Looks awesome I wanna try it out! 
The pipe looks a little thick, but im sure you modeled with some good reference material.
-3D artist @ MASSIVE - A UBISOFT STUDIO
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, dedicated polycounter,
1,367 Posts,
Join Date Jan 2007,
Location Malmö, Sweden
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