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Old 09-18-2008, 05:49 PM   #11 (permalink)
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Better, however I would darken the whole thing now. It looks silver/grey right now when the real thing is black.

Also you need to define what the material of the Laser/Flashlight attachment is. Right now it appears to be the same material as the main gun, but afaik a real attachment like that would be made of plastic.

You may also want to try out doylle's viewport shader (google it) and a 3 point lighting solution for rendering your items.
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Old 09-18-2008, 06:35 PM   #12 (permalink)
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Quote:
Originally Posted by racer445 View Post
doylle's viewport shader (google it)
http://www.game-artist.net/forums/su...rt-shader.html
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Old 09-19-2008, 09:48 AM   #13 (permalink)
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I'll give that shader a go...

agreed the laser flashlight needs to be some kind of black plastic material,

I've just noticed that the trigger guard vertical piece is too straight, the ref shows its more curved, so i'll fix that too...
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Old 09-23-2008, 04:06 AM   #14 (permalink)
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Heres another update,

the texture has more contrast now, so the gun looks black, also for now i've removed the laser flash as i'm not happy with it.

http://www.game-artist.net/forums/at...beretta_11.jpg
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File Type: jpg Beretta_11.jpg (199.2 KB, 93 views)

Last edited by ChrisB; 09-23-2008 at 04:08 AM. Reason: update
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Old 09-23-2008, 04:39 AM   #15 (permalink)
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Much better, has some very very dark spots though and seems a bit monotone. Try adding a bit of color to some parts, just slight hue shifts....
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Old 09-24-2008, 03:36 PM   #16 (permalink)
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nice improvement there!
and yes, like crazer said, you only need to add some colors there
can i see your texture?
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Old 09-26-2008, 04:55 PM   #17 (permalink)
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thanks guys,

here are the textures, the specular is doing most of the work really, as its the only way to get the gun looking black,

the normals are rendered from the full highpoly mesh...

i'll try adding some color when i get a chance, theres still an area at the top of the textures that is unused, but i've reserved it for the reverse side text so it's not backwards... just need to set up the scene for re render and it'll be done,

do you guys mean adding color in the lights? or directly on the texture, i'm not 100% sure what you mean, I should really tint the spec blueish but max doesnt seem to understand color in the specular, anyone know how I can get it to recognise it? maybe i didnt put enough color in it....

BerettaM96FS_DIFF.jpg

Beretta96FS_SPEC.jpg

Beretta96FS_NORM.jpg
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Old 10-01-2008, 06:35 PM   #18 (permalink)
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I'm totally newb here but I think they mean to just add some hue changes, in splotches, to the diffuse - I don't know much about anything but I think that metal receives slight discolorations from oils when they come in contact with human hands and just the rest of teh world in general

btw, I learned a lot by looking at your textures, thank you for sharing !
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Last edited by Lee Fan; 10-01-2008 at 06:44 PM.
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Old 10-02-2008, 03:13 PM   #19 (permalink)
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Man, I have crazy respect for this right now.

I'm working on a Desert Eagle, and it pales in comparison, but I'm still working hard. I'm going to be posting my own WIP later today.

If I may however, could you tell me the process you used for making your normal map? It's SO much better than anything I've managed to muster up, your edges are so nicely defined and you've got really accurate detail.

Nice work man, and it's great to see someone taking crits so well
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Old 10-02-2008, 05:04 PM   #20 (permalink)
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thanks fellas

dangermouse, to make the normal map I created a high poly version of the pistol, which included all the fine details like the grip bumps, or indented text, then used render to texture (projection to the highpoly mesh) to create the normal map. Another advantage to created a high poly model, is that you can also render an ambient occlusion map from the high poly mesh which looks nicer than an AO map rendered from the low poly one,

if this is the way your doing it, but getting bad results, it might be an idea to post your work to get some feedback,

or if your using the nvidia filter/crazy bump/xnormal, they should only really be used for fine surface detail.

Last edited by ChrisB; 10-02-2008 at 05:10 PM. Reason: edit
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