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Old 01-12-2012, 01:33 AM   #11 (permalink)
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Awesome Highpoly Gun, Cant find any difference between High Poly & low poly...........................:O
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Old 01-12-2012, 12:32 PM   #12 (permalink)
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real nice, its gonna look awesome once textured aswell.
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Old 01-12-2012, 10:43 PM   #13 (permalink)
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wow how did you convert to low poly like that?
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Old 02-12-2012, 04:26 PM   #14 (permalink)
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Thanks guys! Starting to speed up and improve my bake workflow by thinking a few steps ahead at all times.

@lORDMADDOG - It's all a matter of knowing where you need to place your verts and edges to get the best possible results, and being patient and thorough with your bakes. Also, keeping your hp's bevels and edges smooth enough to bake down right is an important thing to factor in at the start.
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Old 03-12-2012, 10:25 PM   #15 (permalink)
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Quote:
Originally Posted by Polygoblin View Post
I'm developing three guns for an indie FPS. They are intended to be near future alternate-reality weapons (think Halo or Doom, with bullets).

The first one I'll be doing is the AR. Was feeling close to finished on the hipoly, so I thought it'd be a good time to request some feedback.


I designed the concept myself with two mag versions, first being the extended mag.


Any crits would be greatly appreciated. I should note that I will do a once-over for proper edge thickness as I do the LP, so if you want to point out some edges that are too tight, please be specific.
Although nice looking,I`ve never been a fan of concept weaponry.Usually because of the additions that peeps tend to add,which in reality,are usually totally unnecessary & would quite probably add unnecessary weight to a weapon without adding any benefit or increased functionality.
Like I mentioned,purely for looks/cosmetics.Not my cup of tea,but modeling is pretty darn good.
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Old 05-12-2012, 05:15 AM   #16 (permalink)
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Very cool concept. Awesome modeling (LP and HP).
Good luck!
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Old 05-12-2012, 10:50 PM   #17 (permalink)
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Thanks guys!

I’ve cleaned up the bakes, and fixed many shading errors. Now I’m just blocking out the materials and trying to decide on a color. Feeling the tan so far, but that’s just me.


Played with dDo a bit, rapid-prototyping and such. In the end, I used it to only build an organized psd with masked-off material groups and base colors. The detailing is nice, but I’ll want to do that myself for this project.
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Old 05-12-2012, 11:28 PM   #18 (permalink)
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why you texture think you can record your self so I can watch and learn (you dont have to talk if you dont want )

It would be nice to watch you make the textures

(black one grey get my vote I have always like the spiffy scify uber look it gives)

Last edited by lORDMADDOG; 05-12-2012 at 11:31 PM.
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Old 06-12-2012, 02:52 PM   #19 (permalink)
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When creating the texture, make your base, then save out 4 different variations. Have the coders code in a function that loads 1 out of the 4 textures randomly. Gun looks awesome by the way.
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Old 08-12-2012, 03:16 PM   #20 (permalink)
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I love this model. How do you go about UVW and baking/making textures? Im having difficulty trying to get my AO maps to look as good as yours do.

Very fine model mate!
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assault, concept, design, fps, freelance, futuristic, gun, heavy, model, rifle, shooter, sniper, weapon
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