Just as a crit on the model side, there's quite a few normal map seams, and most of the edges seem to have been razor sharp on the HP. Time constraints permitting, I think these would be way more eye-popping with some chunkier HP work and cleaner bakes
I love how I commented to you awhile back that I'm surprised Activision hadn't asked you for weapon work yet. Well it looks like they had! :thumbup: Really nice work man. I tiny bit of under lighting might help some of those shots since things get a bit dark in certain sections but that's being nitpicky. I really like the grime and various bump detail used!
@Odium : As much flack as CoD gets for looking aged engine-wise, I still think the 1P weapons are some of the top in the industry for console. There's so much going on with certain weapons that I can't help but stare when I play ( the materials, spec/gloss, refl maps, lighting, DOF, animated parts, etc etc)
By the way, did you recently overhaul your website or did I just miss this for the longest time? You have a sweet site and some great hard surface work on display. That dropship vehicle is just one example of something I'm drooling over now. :thumbup:
I don't suppose you could post the wires,textures and xoliul shader settings for one of the weapons please? I am itching to see how you get them looking so clean and sexual!
I love how I commented to you awhile back that I'm surprised Activision hadn't asked you for weapon work yet. Well it looks like they had! :thumbup: Really nice work man. I tiny bit of under lighting might help some of those shots since things get a bit dark in certain sections but that's being nitpicky. I really like the grime and various bump detail used!
@Odium : As much flack as CoD gets for looking aged engine-wise, I still think the 1P weapons are some of the top in the industry for console. There's so much going on with certain weapons that I can't help but stare when I play ( the materials, spec/gloss, refl maps, lighting, DOF, animated parts, etc etc)
By the way, did you recently overhaul your website or did I just miss this for the longest time? You have a sweet site and some great hard surface work on display. That dropship vehicle is just one example of something I'm drooling over now. :thumbup:
thanx man, lots of ppl told me i should have done the COD weapon a while back, i always wanted to be a part of that game but since i live oversea(israel) and dont have any working visa i felt like wasting my time even trying to apply online, when i noticed the "location" and "do u have working permit" section on the form i just closed the window
2 months later i got an email from the team leader of IW asking if i available for work
i was like O_O, prob one of the best days of my life cause it was a dream coming true for me, i didnt get alot of money, honestly i would even do it for free, im still in debt even lol, but i got something alot more valuable than money and i made good friends
ok enough bs, i got carried away, back to subject
about the light im using the realtime shader and i can only use 3 lights, and i used them all =\ so nothing under
The website updated when i was working on the M4 not that long ago, which reminds me i need to post more screenshots
i think i only posted 1
love ur work man. i wonder tho, why they didnt use ur textures or at least they have changed it (for example, some of ur weapons have stickers on them).
anyways, i got some questions:
-do ur weapons have backsides?
-is everything on one texture sheet? i.e. main weapon and magazine
-or do u have overlapping uvws so that u can get a more detailed texture, with the loss of variety - that would be very interesting for me regarding the rpg, cause i modeled it and right now it wastes a lot of uvw space
love ur work man. i wonder tho, why they didnt use ur textures or at least they have changed it (for example, some of ur weapons have stickers on them).
anyways, i got some questions:
-do ur weapons have backsides?
-is everything on one texture sheet? i.e. main weapon and magazine
-or do u have overlapping uvws so that u can get a more detailed texture, with the loss of variety - that would be very interesting for me regarding the rpg, cause i modeled it and right now it wastes a lot of uvw space
-where do u get ur reference pictures from
i think thats it ^^
cheers
they did, but some small detailed left out,
i beleive they delete back faces after the animations are done and its obvious what u dont see
and everything is on 1 texture , i overlap flat and undetailed stuff for higher texture res
first i uve the closer parts thn i overlap what i can
i get my refs from google, u dont need more that the interweb :P
Dude, your weapons look fantastic in that game, especially on PC.
That game catches way too much slack for how many players it has. MW2 was probably the most amazing FPS I have ever played, especially in terms of prediction. People can say what they want about MW2, but after MW3's matchmaking and prediction, I think it's easy to see that MW2 was pretty amazing to run so smooth for every player at latency far beyond anything playable on dedicated servers.
I wondered about what was actually going into those weapons, though, in MW3 you've done a lot with what you had to work with. Your weapons are fantastic and they lend obviously a huge piece to the experience, that needs to be right, or everything else can feel wrong.
You have got to do me a favor and tell some of those friends about the deagle being all glitched when you run with it in high level sniper gear :P
I really appreciate MW3, it is so mmo - vests for team buffs, radars and recon perk for ranger class type gameplay, juggernaut for the tank effect, the list is endless, the leveling the least of it all. That is a sick FPS. I don't know why they don't use the MW2 system for games, they probably aren't allowed to, but if the weapons didn't look so good, I wouldn't take a break from mw2 and do some mw3 here and there. Playing with different weapons, that are as enjoyable to use aesthetically as yours are, is what keeps me playing that game.
And Specialist strike chain. Specialist is addictive.
How did you get that plastic look in your viewport?
Also, do you worry about topology a lot or is it not that big of a deal when it comes to modeling weapons?
Beautiful art!
The Model 1887 is probably my favorite, but random 1px scratches on the texture are let down for me.
What were the style guidelines? Did they give you any details on that?
Replies
Amazing...:poly124:
More later, got to go :0
Probably things that can be picked on, but I am not going to
just wondering.. the texture resolution of the revolver is way higher then the polycount (compared at certain view distance) just wondering why.
@Odium : As much flack as CoD gets for looking aged engine-wise, I still think the 1P weapons are some of the top in the industry for console. There's so much going on with certain weapons that I can't help but stare when I play ( the materials, spec/gloss, refl maps, lighting, DOF, animated parts, etc etc)
By the way, did you recently overhaul your website or did I just miss this for the longest time? You have a sweet site and some great hard surface work on display. That dropship vehicle is just one example of something I'm drooling over now. :thumbup:
Cheers
Agreed a bit with the comments regarding the tech.
Blocky bsp with some models thrown in for environments. Then higher quality models like this for first person. It's a bit of a mishmash.
Whatever makes the millions, right?
some stickers/text stuff were removed ingame like that "take it easy"
those are screen grabs from the view port using xoliul's shader with 2k textures
added AS50, more later today
To the wiki you go:
http://wiki.polycount.com/CategoryReferenceGameArt#Call_of_Duty_-_Modern_warfare_3
cheers
p.s.
I also love the sweetness on your website:)
for the PM too, it will be ok
Appreciate it alot
I don't suppose you could post the wires,textures and xoliul shader settings for one of the weapons please? I am itching to see how you get them looking so clean and sexual!
and as for the shader, im using the first one 1.5 with the most simple settings u can use
1887 added, hasta la vista, baby
more to come soon
SA80 added
More later :P
great job man! cant wait to see more!
what would you say the average time spent one of the guns was?
happy birthday dude
Nice stuff, It would be nice to see wireframe..
thanx man, lots of ppl told me i should have done the COD weapon a while back, i always wanted to be a part of that game but since i live oversea(israel) and dont have any working visa i felt like wasting my time even trying to apply online, when i noticed the "location" and "do u have working permit" section on the form i just closed the window
2 months later i got an email from the team leader of IW asking if i available for work
i was like O_O, prob one of the best days of my life cause it was a dream coming true for me, i didnt get alot of money, honestly i would even do it for free, im still in debt even lol, but i got something alot more valuable than money and i made good friends
ok enough bs, i got carried away, back to subject
about the light im using the realtime shader and i can only use 3 lights, and i used them all =\ so nothing under
The website updated when i was working on the M4 not that long ago, which reminds me i need to post more screenshots
i think i only posted 1
heres a wire sample of the striker
and Striker added on first post
Thanx alot for the feedback
ill post few HP renders just to get the idea
anyways, i got some questions:
-do ur weapons have backsides?
-is everything on one texture sheet? i.e. main weapon and magazine
-or do u have overlapping uvws so that u can get a more detailed texture, with the loss of variety - that would be very interesting for me regarding the rpg, cause i modeled it and right now it wastes a lot of uvw space
-where do u get ur reference pictures from
i think thats it ^^
cheers
they did, but some small detailed left out,
i beleive they delete back faces after the animations are done and its obvious what u dont see
and everything is on 1 texture , i overlap flat and undetailed stuff for higher texture res
first i uve the closer parts thn i overlap what i can
i get my refs from google, u dont need more that the interweb :P
thanx man
AA12 added
That game catches way too much slack for how many players it has. MW2 was probably the most amazing FPS I have ever played, especially in terms of prediction. People can say what they want about MW2, but after MW3's matchmaking and prediction, I think it's easy to see that MW2 was pretty amazing to run so smooth for every player at latency far beyond anything playable on dedicated servers.
I wondered about what was actually going into those weapons, though, in MW3 you've done a lot with what you had to work with. Your weapons are fantastic and they lend obviously a huge piece to the experience, that needs to be right, or everything else can feel wrong.
You have got to do me a favor and tell some of those friends about the deagle being all glitched when you run with it in high level sniper gear :P
I really appreciate MW3, it is so mmo - vests for team buffs, radars and recon perk for ranger class type gameplay, juggernaut for the tank effect, the list is endless, the leveling the least of it all. That is a sick FPS. I don't know why they don't use the MW2 system for games, they probably aren't allowed to, but if the weapons didn't look so good, I wouldn't take a break from mw2 and do some mw3 here and there. Playing with different weapons, that are as enjoyable to use aesthetically as yours are, is what keeps me playing that game.
And Specialist strike chain. Specialist is addictive.
Also, do you worry about topology a lot or is it not that big of a deal when it comes to modeling weapons?
The Model 1887 is probably my favorite, but random 1px scratches on the texture are let down for me.
What were the style guidelines? Did they give you any details on that?
no floaters either
thanx
Desert eagle added
AK in few min