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Old 09-15-2008, 03:35 PM   #1 (permalink)
New Artist
McGreed's User Activity: 1/10
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28ML: Water-flame gun

For which Engine CryEngine 2
Current Polycount 6140
Max Polycount 6000/1500 triangles
Texture Size 1024x1024;
Description of background information on piece Weapon for 28 Months Later mod, a water pistol changed so it can be filled with gasolin and used as improvised flamethrower.
Where are you looking to receive criticism whatever but especially textures help
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Currently working on this weapon for 28 Months Later mod. Starting out with a high polygon version of the weapon, and will then create a lowpoly later and bake the normals onto that.

So far I can see, I need to do two versions of it (without thinking LODs), one for first-person view (max. 6000 triangles) and one for 3th person view (max. 1500).

Not sure how to make the plastic the model are going to be made of, got to get the proper plastic look, not that great at texturing, so suggestions and hint about that would be appreciated.
Attached Images
File Type: jpg waterflamegun_texture_2shot.jpg (107.5 KB, 114 views)
File Type: jpg waterflamegun_shader_2shot.jpg (82.4 KB, 69 views)

Last edited by McGreed; 09-18-2008 at 11:52 AM. Reason: update to project details
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Old 09-15-2008, 03:40 PM   #2 (permalink)
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I really love this idea. One remark, I'd like to see something that holds the gasolin canister in place like duckt tape or something else.
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Old 09-15-2008, 04:52 PM   #3 (permalink)
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Yeah, of course, you are right, forgot to mention that, there is going to be duck tape sticking it together, would be the most logical way to do it (Duck tape for the way! McGyver all the way
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Old 09-15-2008, 08:34 PM   #4 (permalink)
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that's one awesome super soaker
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Old 09-15-2008, 08:42 PM   #5 (permalink)
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I agree with the above mentioned point, and I think that the trigger handle should have some slight finger grips on it.

Otherwise looking good, hope to see the texture soon.
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Old 09-18-2008, 11:51 AM   #6 (permalink)
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An update and looking for advise in general. I'm working on the lowpoly versions of the waterpistol and the blowtorch, but I need advise to how I can optimize the models with less polygons, since I'm aiming for max 6000. I need some more for the duck tape, and even though I have optimized it, Im not sure where I could cut away more. You will see the weapon in first person, so....

Should I just remove the wire thing that is covered by the blowtorch (see first post)?
Attached Images
File Type: jpg waterflamegun_low_n_high.jpg (163.6 KB, 62 views)
File Type: jpg blowtorch_low_n_high.jpg (53.9 KB, 42 views)

Last edited by McGreed; 09-18-2008 at 11:53 AM.
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Old 09-25-2008, 08:38 AM   #7 (permalink)
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Not too sure that would be too practical, but in the minds of gamers WGAS (i'll let you figure that out...it starts with WHO GIVES A... ).

It's nice to see some makeshift weapons from fellow modders. I think everyone is sick of seeing the same old same old.
Just remember the game south park 64...look at the whacky weapons that game had!
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Old 09-25-2008, 09:20 AM   #8 (permalink)
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I hope you introduce a nice weapon modifier that decreases the throughput of it the more you use it, because the nozzle is melting :P

I like the idea, too. It'll look great if you make the modifcations to the normal super-soaker more obvious.
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Old 09-25-2008, 10:36 AM   #9 (permalink)
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let it melt, non reload able weapon :P when you run out you throw it at the zombie!, great idea cant wait for some textures
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Old 09-25-2008, 10:46 AM   #10 (permalink)
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Heh, I have that thing in real life. My brother's water gun was always bigger though, no fun
First thing I thought was also the viability; that thing wouldn't last long irl, fuel would leak over it, catch fire, haha
You can definitely lose the polygons for the indents on the ring between the two conatiners: those can rely on the normalmap 100% Same for the indents on the bottom (those two ring things). Also, the grip could lose some of the edges that are close together, you'll barely see that with a hand covering it. I think in general you could rely more on the normal map, but that's up to you, does make the unwrapping and baking process a bit more tedious to do that.
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