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Old 21-11-2011, 10:38 PM   #1 (permalink)
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M24 Sniper Rifle

M24 Sniper Rifle
Modeled in Maya, Baked in xNormal, Textured in Photoshop, & Rendered in UDK



Diffuse - Normal - Specular - Gloss - Cube Map Mask

Thank you for viewing my work
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m24-sniper-rifle-e_m24.jpg  
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Last edited by Polygoblin; 22-11-2011 at 09:17 PM. Reason: Added texture sheets
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Old 22-11-2011, 01:23 AM   #2 (permalink)
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I read through your thread and this has really improved alot from when I last seen it! Good job. I'm intrested, how did you get the udk renders to look up to par with the marmoset ones? Between your last udk render and this one the quality improved alot.
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Old 22-11-2011, 03:30 AM   #3 (permalink)
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Hey, its coming along very nice. Great work.
Black was defenetily the right decision, your materials are selling themselfes very well^^

You might post some texture sheets too? please...
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Old 22-11-2011, 05:09 AM   #4 (permalink)
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Yeah this looks awesome man! The material definitions are perfect! I agree with NautalusX, it would be awesome to see your UDK set up.

Well done man!
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Old 22-11-2011, 05:12 AM   #5 (permalink)
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Looking great indeed, theres actually nothing to crit from my side. Maybe you should add some more polygons the next time thought, modern fps games usually have the polybudgets to model a weapon with barely visible edges today. Of course your polycount is no real bad thing, but the only way to make your stuff look better now is adding more triangles to the scope and other round parts. And maybe a nice background, a small scene or piece of concrete its laying on. Cant think of anything else to make it look more impressive.
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Old 22-11-2011, 09:15 PM   #6 (permalink)
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@NautalusX & Dandexter - Thanks Getting the materials to react more like in Marmoset required a gloss map finely-tuned with the spec map. That coupled with the cheap cube map I made allowed me control similar to Marmoset's "specular sharpness". Here is my material setup:



Don't mind the extra normal map. That was for testing purposes.

@Mr.Cash - Thanks! I like how the black came out. It was tough to get the range of values right with such a dark range of color, but I think it pays off. Also, I uploaded my texture sheets to the original post.

@Schaefft - Thanks Your dead right about the scope. I've been playing the behemoth shooters that came out and now the scope jumps out at me I'll definitely be a little more liberal when it comes to important spots like that in the future. I'm making a beauty render with a scene later, for my folio. I'm also working to get all my weapons playable in-game to take action screenshots.
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Old 24-11-2011, 10:56 AM   #7 (permalink)
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Awesome stuff polygoblin! Congrats on a job well done mate
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black, caliber, gun, m24, maya, model, modeling, photoshop, rifle, scope, shoot, sniper, swat, udk, unreal, ut3, weapon, xnormal
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