Been working on this for the past month. I'm almost done uv mapping. Ill be posting more soon. Comments and critiques are more than welcome.
- McMillan G30/GA Precision Templar Short Action
- McMillan A3-5 Adjustable
- US Opitcs ER-25 Scope T-PAL w/ Sunshade
- Larue OBR QD Scope Mount
- Bottom Metal: Stiller DBM/ Badger Ordnance M5
- 5 round AICS magazine
- Surefire Muzzle Brake
- Harris Bipod
Thanks
Reed
Replies
Thanks,
Reed
Bipod
https://skfb.ly/AXEK
Scope
https://skfb.ly/AXEI
Rifle
https://skfb.ly/AXEJ
Thanks
Reed
One thing to keep in mind is that every piece doesn't need to have the same scale. Important parts, parts that are (generally) closer to the camera, or have fine details - such as text - should be larger, while those that will remain distant or are uniform can be much smaller. In your scope, for instance, the lens and knobs should occupy more space of the texture sheet than the tube.
You've textured (and modeled, but that's less important these days) some parts that will always be hidden - the part of the bipod that is bolted to the bottom of the rifle and the inside of scope, for example. If the player will never see something, it shouldn't be in the model.
rifle
bipod
- Action is now a Remington 700 style
- 700 Tactical Bolt knob
- Got rid of the sling (didn't like it and it looked weird)
- Upped the polycount of two of the knobs on the scope
- Optimized some of the UV's a bit more
Finished the LP and bakes. Ready to start texturing this bad boyThis was the reference i used. Its straight from the US Optics catalog.
Placing the scope on its own sheet makes sense - it's literally in the player's face, and it has a lot of small details.
The bipod, however, is quite distant from the player and doesn't have a whole lot going on. You could combine it with the rifle, or just use a much lower resolution (probably 1/4 or less).
Render everything in-game, or at least in a game-representative camera (i.e. identical position and highest-expected screen resolution) using a simple checker-board texture. This will give you a fairly accurate idea of how much texture space to allocate to each piece. If you have more than 1 texel/pixel, then you're wasting space.
Rifle: 6981
Scope:6678
Bipod :2791
Total: 16550
Reed
Reed
got dat weathering looking good
Did you use ddo to texture ? Could you break this down a bit looks awesome
@skyline5gtr: Ill probably do a break down within the next week. I only used ddo for some minor dust but i had to edit it manually and I kit bashed a few of the base surface texture patterns. The rest was all me. The "optics" is mirrored because the scope uses mirrored uv's.
Thanks
Reed
I made an R700 a couple of years back in my first year at uni, I wish it was even half as good as this.