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Old 08-21-2008, 07:21 AM   #1 (permalink)
Tom
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Tom's world of WIP

I have a bad habbit. Working on quite a few things at the time - which I'm sure will show over time in this thread.
This has to do with me being involved in two mod projects and also wanting to train/do som private stuff too.

I'll start out with some of the newest stuff I've been working on;

A high poly AR-15 base (will be used to create some C7's and C8's from). Been wanting to make a little realistic coop shooter for ages, but havent found a mod that has exactly what I'm looking for. And I sure dont have time to start one on at the moment.
Still major WIP.



Another thing I'm working on at the moment is a remodeling of an old weapon of mine. The israeli "Negev" LMG. I had modeled it for the IDF community mod for Project Reality, but did so with the old standards we worked with (~3K tris), so now I've slowly started to replace parts of the weapon as I go along. So far its mainly the barrel, belt and rear sight that has been remodeled.


Here are the bullets, made from a high poly model:
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Old 08-21-2008, 09:57 AM   #2 (permalink)
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One question for ya:

How come the normalmap of the bullet looks different from the highpoly?
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Old 08-21-2008, 10:04 AM   #3 (permalink)
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It shouldnt, hehe, but the low number of sides(and polis) dont exacly help.
The only places I can see that it looks different is at the top where the casing and the bullet meet, and at the bottom where the sharp edge is hard to spot on these screen shots.

You may be right though. the cage could probably need some more fine tuning.
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Old 08-21-2008, 10:06 AM   #4 (permalink)
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Make sure you make the highpoly less sharp when it comes to indents.
Its best to scale the inside inwards a bit so that the line becomes more obvious
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Old 08-21-2008, 11:00 AM   #5 (permalink)
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Alright, thanks for the tip, I'll try it out a bit later
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Old 08-22-2008, 08:25 AM   #6 (permalink)
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a little screengrab of a little wall segment I posted a while ago in the "what are you working on" thread.. its only the diffuse map so far, and thats still WIP.
I probably used too many photo references for textures, but I will try to make that right later on - the point was to make the edges seamless...

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Old 08-23-2008, 11:17 AM   #7 (permalink)
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bricks can't bend and the ground looks a bit noisy, but apart from that it seems good.
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Old 08-23-2008, 11:38 AM   #8 (permalink)
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good point, didnt notice that.. I was too busy with the outer edges ground and dirt is at the very first stage still..
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Old 09-02-2008, 02:24 PM   #9 (permalink)
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I've been attending a workshop these last two days before 5th semester starts tomorrow morning.

This is my result of the workshop:

3d space complete with rotation and translation. To test it out I needed some dynamic stuff so I made some functions to control a number of verticies (512 on this shot). Basically used lots of sine and saw waves to control the function and the dynamic colors.
The control panel controlls the frequencies of the parameters, the mouse is used to control the space orientation and zoom.

for the fun of it I had the sine waves play out the speakers and made a comb filter for it so it was a bit more interesting to listen to :P

Colors are assigned to each vertex and gradients to the next vertex. These colors are dynamic and controlled by LFOs.

Will see about making a quick youtube vid of it, but then again its just a quick c++ sketch, hehe. more interesting stuff will come in the future.



During this semester I'm looking forward to creating a raytrace renderer and hopefully a small game engine that can handle some basic meshes.
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Old 09-05-2008, 06:53 AM   #10 (permalink)
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Some enviroment 3d doodles:




And a tiny update on the Negev LMG (still a whole lot to update and finalize though)

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