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Old 15-05-2010, 10:57 PM   #1 (permalink)
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custom kalashnikov high poly

Here is someting that i have been working on for the past two days. This is going to be an ak with many modern tactical attachments. The model still needs a lot work... supporting edges + turbosmooth :P

Any tips and crits are welcome.
Thanks,
Alex.














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Old 16-05-2010, 08:10 AM   #2 (permalink)
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As far as I know, even the newer AK's don't have grooved grips like that, show us the Ref images?
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Old 16-05-2010, 08:41 AM   #3 (permalink)
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well i don't see a problem using unoriginal parts when he is making a custom AK with features that a normal ak wouldn't have. i do see a problem with the shape of the grip though. the current shape looks like it is taken off of the psg-1 sniper rifle. and the firing position and angles are completely off for an assault rifle. the handle of an assault rifle is not tilted like you got it and i can only imagine it being an uncomfortable firing stance.
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Old 16-05-2010, 09:03 AM   #4 (permalink)
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thanks all ..here are some images that i was using as refs
http://img.redwolfairsoft.com/upload...C-X47-RS-L.jpg
Google Afbeeldingen resultaat voor http://www.cgwgun.com/images/products/CAA_AG47.gif

Google Afbeeldingen resultaat voor http://vtsupply.com/images/MNT_HG479SA_PRO_1.jpg

http://i047.radikal.ru/1003/b3/6ee5e93fd746.jpg

http://i079.radikal.ru/1003/01/066c8817f48d.jpg

http://s54.radikal.ru/i143/1003/57/84294af4cf99.jpg

http://s004.radikal.ru/i205/1003/d3/717b31b13fe5.jpg

http://s44.radikal.ru/i104/1003/64/6e790493e81e.jpg

cdg.net • View topic - Russian weapons
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Old 16-05-2010, 09:46 PM   #5 (permalink)
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those images are ridiculously huge. There is no reason for them to be that large.

Its impossible to accurately judge the mesh when I can't even fit it on my monitor.

Overall, I'd say your sub-d is largely useless because you are modeling your edges so tight. When you model them that tightly you won't get any sort of useful normals on any of the hard edges.

You want to view your model from the view it will be seen in-game, and make sure that the curve in your soft edges is about 1px wide in that view if you want to get those nice edge-highlights that normal mapped hard edges are all about.
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Old 16-05-2010, 09:57 PM   #6 (permalink)
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Thanks Ghostscape ... the normal map tip usefull ... i was having trouble with baking ... could you provide an example of correct subd...

thanks
alex


edit

so something like this will bake badly



on something like this


Last edited by alexscorpion; 16-05-2010 at 10:07 PM.
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Old 17-05-2010, 06:51 AM   #7 (permalink)
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nvm ... figured it out
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Old 20-05-2010, 12:59 PM   #8 (permalink)
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some updates still a lot has to be done







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Old 21-05-2010, 07:44 PM   #9 (permalink)
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some bake tests














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Old 23-05-2010, 09:23 AM   #10 (permalink)
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any more tips or crits ???
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