Cool design, what's with the odd shading though? It looks consistently weird. Like a Sub-D model without any subdivision applied, only smooth edges. Just curious as I'm not 100% sure what's going on in from these images.
Cool design, what's with the odd shading though? It looks consistently weird. Like a Sub-D model without any subdivision applied, only smooth edges. Just curious as I'm not 100% sure what's going on in from these images.
Good call on identifying an obscure weapon. It looks like it's a modernized version of a silenced weapon from the latter days of WWII, but adapted to use standard .45 ACP rounds. Your magazine looks a bit long - the .45 is a very squat bullet - and the leaf sight looks rather thick.
To be honest, though, this is a weapon with a very limited use. It's bolt-operated, so you can't use it in close-quarters, but the ammunition really limits its range. It'll work well for a stealth game, but not so much for the typical run 'n gun type.
To be honest, though, this is a weapon with a very limited use. It's bolt-operated, so you can't use it in close-quarters, but the ammunition really limits its range. It'll work well for a stealth game, but not so much for the typical run 'n gun type.
On personal work I don't really worry about hypothetical game mechanics, but in real life the gun was probably used to shoot dogs and sentries, similar to the vintorez, mk22 hush puppy etc.
Talking games though, Metal Gear has been the inspiration for both this and the Cobray I just did. They've had great gun models for a long time, and with Ground Zeroes they upped the detail while maintaining that rugged utilitarian aesthetic
Even older metal gears had really solid guns though, with even lower specs -
love it... if anyone who worked on these games reads this board you did a good job
Cool design, what's with the odd shading though? It looks consistently weird. Like a Sub-D model without any subdivision applied, only smooth edges. Just curious as I'm not 100% sure what's going on in from these images.
My only thought is that maybe you'd use a denser mesh with smoothing and have no bake/lowpoly to save time / try a different style? Or is this just a different way to present a highpoly perhaps..? Surely not.
Think of it as a highpoly which is just as accurate but less precise. The only things that affect the bakes are normals and volume, not vert density.
It's a little faster to not bother with subdivision, so if it's an asset (or part of an asset) that doesn't need high precision I don't bother. If I was building this for FPV I would use subdivision on more parts, especially near the player view.
Finished combining parts for the lowpoly. It's around 4k tris but there's still some uncleaned boolean geo in the barrel area. Gotta clean it up then finish smoothing and UVing the main bit
It shoots standard .45 ACP rounds, and uses standard M1911 magazines.
The large "barrel" is the integrated suppressor; it's supposed to be completely inaudible from 50 yards (assuming you're using subsonic ammo, of course...)
Looks awesome, very nice chunky normals. I was wondering, what happened to your G56 tutorial, did you get burned out? I was looking forward to your texturing techniques
While I think its an interesting technique, and agree that normal direction is the only important thing, not mesh density, the low-ish mesh density is giving you some sloppy mesh normals in areas, especially the stock. Not sure if that will be visible when you texture it, but it bugs me a bit.
thanks for replies everyone. i'll respond to questions later, for now i gotta post and go. had food poisoning over the weekend but yesterday i did the bakes and i got a little texture time this morning.
I dont know but ur work kinda gets my attention, nice work! Can i have unsmoothed highpoly wires? Can you make it visible from two angles so i have close shots to study.
Thanks mate and keep going
Next time I'm home I can make wireframe shots but are there any specific parts you want to see?
Looks awesome, very nice chunky normals. I was wondering, what happened to your G56 tutorial, did you get burned out? I was looking forward to your texturing techniques
I ended up having some rocky holidays last year and it broke the habit. I'm sure I'll do more videos at some point though, I'm glad you liked those
Unless you're adding a lot of age, the barrel & other metal bits are usually given a dark, matte finish. What's the fun of being all sneaky if shiny bits of gear give you away? (Sort of like having a stealth character wearing giant goggles that glow green in the dark.... )
Was going to saying it was looking super mono-tone with all the gray, but you've popped some color in with the stock now so that looks better. Material read on the stock is sort of confusing though.
Hngg. Interesting details? The entire thing looks good enough to be final in MGS V, in fact it looks even better then the MGS weapons. The talk where Kojima showed the room full of weapons, some of them looked like they had no normal maps at all.
The textures, let alone model look amazing. Did you use DDo or Substance to texture this or is it all manual work? If it's manual could you maybe go over some of your techniques of how to go about doing edge wear, thanks!
Thx guys. I don't use ddo or substance, but this isn't really manual either. I do my own automation using photoshop actions and procedure groups. I can write more about it later maybe.
Worked on the bolt and housing this morning, only big chunk left is the barrel and foregrip.
Dunno if I mentioned but this ended up at 2440 tris
This was made in mind with TPS in mind which means some of the wear and detail needs to be exagerated. It's going to be seen further away from a regular FPS, so that's that.
Replies
the delisle carbine is amazing and so is this
Cool design, what's with the odd shading though? It looks consistently weird. Like a Sub-D model without any subdivision applied, only smooth edges. Just curious as I'm not 100% sure what's going on in from these images.
the realest $h!t
Your magazine looks a bit long - the .45 is a very squat bullet - and the leaf sight looks rather thick.
To be honest, though, this is a weapon with a very limited use. It's bolt-operated, so you can't use it in close-quarters, but the ammunition really limits its range. It'll work well for a stealth game, but not so much for the typical run 'n gun type.
Anyway, this site, http://www.specialinterestarms.com/index.php?page=nfa, has some detailed images that might be useful.
Did the bolt LP before work
On personal work I don't really worry about hypothetical game mechanics, but in real life the gun was probably used to shoot dogs and sentries, similar to the vintorez, mk22 hush puppy etc.
Talking games though, Metal Gear has been the inspiration for both this and the Cobray I just did. They've had great gun models for a long time, and with Ground Zeroes they upped the detail while maintaining that rugged utilitarian aesthetic
Even older metal gears had really solid guns though, with even lower specs -
love it... if anyone who worked on these games reads this board you did a good job
Oh you're not confused, that's exactly what it is
Why?
My only thought is that maybe you'd use a denser mesh with smoothing and have no bake/lowpoly to save time / try a different style? Or is this just a different way to present a highpoly perhaps..? Surely not.
It's a little faster to not bother with subdivision, so if it's an asset (or part of an asset) that doesn't need high precision I don't bother. If I was building this for FPV I would use subdivision on more parts, especially near the player view.
The large "barrel" is the integrated suppressor; it's supposed to be completely inaudible from 50 yards (assuming you're using subsonic ammo, of course...)
I ended up having some rocky holidays last year and it broke the habit. I'm sure I'll do more videos at some point though, I'm glad you liked those
I think he means the way the The Lisle Carbine is slit by a piece of metal above the trigger area. That's my assumption anyway.
this one'll be varnished wood eventually. still have to do the pigment.
Also thanks to Kevin Osterkilde for passing me some of the camos from MGS3. Now my creepy art tribute can truly be realized
time to focus on interesting details and final surfacing
btw I haven't forgotten about the wires that were asked for, I'll get those out soon
Worked on the bolt and housing this morning, only big chunk left is the barrel and foregrip.
Dunno if I mentioned but this ended up at 2440 tris
10/10 Could see Snake using this.
Anyway, I have 251 camo textures, so if you want some, let me know!
I believe the original was from a Lanchester Mk. I SMG.
highpoly wires:
getting nearly there!
Got a lot of camos and furniture variants to show too! Should have those up tomorrow. Also gonna release the files eventually and get more wireframes