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Old 23-06-2007, 10:03 PM   #1 (permalink)
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Just another 1911

Decided to limit myself, under 1000 tris and only 1 512^2 diffuse map. ended up at 916 tris. I know I usually make over contrasted textures so i decided to stary from the norm here. I would really be delighted to get everyones feedback even if it is the most over done gun in existance :/



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Old 24-06-2007, 02:36 AM   #2 (permalink)
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Thats one compact UV dude, good work.
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Old 24-06-2007, 09:12 AM   #3 (permalink)
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Hey, that looks pretty good. A couple thins though.

- First, I've seen a lot of people doing weapons lately, and almost all of them the artist is painting in all of the lighting, instead of using next gen tech like normal/spec, etc. I am just curious why you chose this path? I know Half-Life 2 tends to use this method still (I know they have normal and spec, but their normal/spec isn't very good). However, not many other engines really need to have lighting fully painted in anymore. Merely just need Ambient Occlusion and a little bit of lighting for some depth (just for the poorly lit areas your model may show up). Not to knock on your decision of doing this, just curious why so many people still do this, instead of using the cool new shaders that are available?

- The metal looks pretty good, but there is definitely not much contrast, or anything to break up that metal. Looking at the UVs it actually doesn't look too bad, but when seeing it in 3D, there needs to be some contrast in that gun. Even if it is just adding some scuff marks that are a bit darker than some other areas. Right now my eye goes straight to the handle (because of the good contrast between the two) and when I look at the metal, my eyes just wander because it feels like it's all the same.

- Not a big deal, and may just be your method, but I am curious why you chose to flip those UVs on the slide (since you had to write the text in reverse by doing so, seems like its more trouble than it needed to be.)

- Last thing I noticed was that the grooves on the back part of the slide at the bottom, are actually not grooves at all. They are actually cut out of the slide, and the handle/frame has the pieces. So when the slide comes back in animation, those grooves should actually be cutouts. I know you had a tight poly limit, but that's right up in your face.


Overall a nice job though, especially for a 1,000 poly limit and one 512x512 texture!
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Old 24-06-2007, 11:53 AM   #4 (permalink)
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I personally find it more rewarding and I feel I create a more "complete" piece by simulating the lighting myself. I do this all for enjoyment and no other reason, I'm just glad that the communities I release these to seem to enjoy them ingame. I hardly know what normals and speculars are since I only opened photoshop up for the first time in my life just over a year ago and since then have only been creating pieces like this.
About the metal: If you look at my mk22 further down the page the metal on that was really quite overcontrasted and on this I was aiming for a "parkerised" finish like so:



however you're quite right that a little more contrast could be used, I just wanted to restrain myself with that aspect

Also About the point before I havent played a game (outside of 20 minutes on STALKER) in around a year now aswell, a bit of an oxymoron I know since I'm modding for games in making this.


Thank you for the Post
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Old 24-06-2007, 12:11 PM   #5 (permalink)
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Nice work dude. Good to see weapon models with some notion of texture and poly limits.

Very nice UV packing and texture

I think the trigger guard could use maybe one or two more divisions to round it out a little, but it's a small niggle.
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Old 25-06-2007, 08:28 AM   #6 (permalink)
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Very nice work mate, some fantastic UV's you've got there.

One thing i'd say is the main metal on the gun is very grey and looks totally desaturated. Have a play and perhaps give it a very very faint overlay with some blue or another colour to tint it ever so slightly, it may make it look slightly more interesting and a bit more "real".

Oh and the wooden grips are fantastic btw.
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Old 25-06-2007, 08:36 AM   #7 (permalink)
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Something which often works well with weapons and to really make it more intresting is to have a graident from front to back. Bascily have the texture towards the back of the weapon dark and the front light. Just do a few passes with dodge and burn, it just adds extra tone to the texture rather then a generic grey throughout.

Other then that i would just chuck in a little color like afk said and you have your self a mighty fine weapon there.
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Old 25-06-2007, 10:19 AM   #8 (permalink)
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Quote:
Originally Posted by Stormy View Post
Something which often works well with weapons and to really make it more intresting is to have a graident from front to back. Bascily have the texture towards the back of the weapon dark and the front light. Just do a few passes with dodge and burn, it just adds extra tone to the texture rather then a generic grey throughout.

Other then that i would just chuck in a little color like afk said and you have your self a mighty fine weapon there.
haha, I usually do, the gun actually has a "nickel" coloured tint and on all my other textures I have added these finishing touches. I really wanted to try something different on this skin though since this was my last 1911.



e: thank you for this guys, I usually feel as though weapons don't usually get the warmest welcome in video game art and that usually leads to only a few replies. I'm planning on getting into vehicular/organic art if I keep my interest. Thanks again : )
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Old 25-06-2007, 11:02 AM   #9 (permalink)
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Oh yea, do some organics! Try modeling some heads. Its a big step going from weapons to organics, from flat to round really but you will use a lot of the techneques you use in modeling weapons in heads so you have a good start already.
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Old 26-06-2007, 09:47 PM   #10 (permalink)
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Quote:
Originally Posted by JPowers View Post
Hey, that looks pretty good. A couple thins though.

- First, I've seen a lot of people doing weapons lately, and almost all of them the artist is painting in all of the lighting, instead of using next gen tech like normal/spec, etc. I am just curious why you chose this path? I know Half-Life 2 tends to use this method still (I know they have normal and spec, but their normal/spec isn't very good). However, not many other engines really need to have lighting fully painted in anymore. Merely just need Ambient Occlusion and a little bit of lighting for some depth (just for the poorly lit areas your model may show up). Not to knock on your decision of doing this, just curious why so many people still do this, instead of using the cool new shaders that are available?

- The metal looks pretty good, but there is definitely not much contrast, or anything to break up that metal. Looking at the UVs it actually doesn't look too bad, but when seeing it in 3D, there needs to be some contrast in that gun. Even if it is just adding some scuff marks that are a bit darker than some other areas. Right now my eye goes straight to the handle (because of the good contrast between the two) and when I look at the metal, my eyes just wander because it feels like it's all the same.

- Not a big deal, and may just be your method, but I am curious why you chose to flip those UVs on the slide (since you had to write the text in reverse by doing so, seems like its more trouble than it needed to be.)

- Last thing I noticed was that the grooves on the back part of the slide at the bottom, are actually not grooves at all. They are actually cut out of the slide, and the handle/frame has the pieces. So when the slide comes back in animation, those grooves should actually be cutouts. I know you had a tight poly limit, but that's right up in your face.


Overall a nice job though, especially for a 1,000 poly limit and one 512x512 texture!
Atleast I want my textures to look nice in HL1 as well ;D
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