Hey Millenia, great work as usual. The Spas 12 is one of my favourite guns.
If I'm being super picky I'd say that the lowermost hole on the handguard looks a little taller than the rest (might just be the angle). They could all do with being a little thinner, but maybe that's just me.
Also, the circle at the front of the buttplate is missing a detail.
Can you elaborate on that? I actually checked the OP's grips against reference and they seem accurate. So I'm curious as to why you think it's a "boner-killer".
Its a bit to thin, and also did you model the other side as you only showing off the left side? There a couple of differences on the right besides the ejector
Baked it down on 7 separate maps for modularity's sake, as it's intended for Fallout 4 (when it's moddable, anyway). Was a pain in the ass but should be worth it so that I can swap bits out with ease.
But I'm very curious to your reasoning for dividing it onto multiple maps?
I understand you want to keep it modular, but wouldn't it be easier to have variations on a single source map ( clean/ dirty/ junk) texture variations. With X parts and Y variations you need X*Y number of materials, while with a single source map you only have Y number of materials. For adding in new sets of customization parts ( for example Magpul furniture) it would also make sense to put all on a new collected "set" map since it becomes easier to make consistent changes like colour tinting fast.
Is there some sort of engine flaw you are trying to work around, or something else?
Bethesda did the same with their weaponry, so I figured I might as well. It keeps pieces more modular, particularly for attachments that can be shared between multiple weapons.
That metal is tasty Hans! Mmpf! Perfect for a SPAS stock as well. The pump grip looks a little plain in comparison, but that's from a composition stand point.
Yeah Fearian, the heatshield/pump area is just a quick dDo base at the moment so I haven't got around to touching them up yet. I'll try and do the definition on those parts, then do a polish pass over the whole thing before I start doing a ton of attachment options for it. Thinking custom receivers, full stock, muzzle attachments, short barrel/mag tube, optics etc :v
Really glad you put up the viewer link, the texture is really fun to look at even as a WIP. I'd like to add to that request for a texturing tutorial (it was actually your modelling tutorial that got me started with hard surface). I'm working on a weapon for Fallout 4 as well, but would really appreciate it in general. Fantastic work, can't wait to see the mods!
Gonna call this done, would like to do more polish on it, but since the textures were created with an old beta version of Quixel Suite 2.0, I can't edit any of the 3d painted details without losing all the work on them. Ah well!
I like it alot! So much happaning in your maps ... is it more about color variation on material or variation on roughness map? sorry if I not so unclear)
I like it alot! So much happaning in your maps ... is it more about color variation on material or variation on roughness map? sorry if I not so unclear)
http://millenia3d.net/tb2/SPAS12_WIP/ I've updated the Marmoset Viewer here so you can use it to see the different maps on the model It's mostly roughness variation for an interesting material, but some colour variation in the specular also.
Are we also going to get a non-rustified version for non-post-apocalyptic games?
Dunno, I've only got plans to put it in Fallout 4. Don't really have any other games I'd like to stick it in :v I started working on some attachments for it, planning on having a big set to choose from like vanilla weapons in Fallout 4.
Are we also going to get a non-rustified version for non-post-apocalyptic games?
Dunno, I've only got plans to put it in Fallout 4. Don't really have any other games I'd like to stick it in :v I started working on some attachments for it, planning on having a big set to choose from like vanilla weapons in Fallout 4.
I'd love to put it into Insurgency on your behalf. I'm sure a lot of people would love to have a spas 12 of this detail to run around with. Just thought I'd ask.
Replies
If I'm being super picky I'd say that the lowermost hole on the handguard looks a little taller than the rest (might just be the angle). They could all do with being a little thinner, but maybe that's just me.
Also, the circle at the front of the buttplate is missing a detail.
Apart from that everything looks great!
Can you elaborate on that? I actually checked the OP's grips against reference and they seem accurate. So I'm curious as to why you think it's a "boner-killer".
Its a bit to thin, and also did you model the other side as you only showing off the left side? There a couple of differences on the right besides the ejector
But I'm very curious to your reasoning for dividing it onto multiple maps?
I understand you want to keep it modular, but wouldn't it be easier to have variations on a single source map ( clean/ dirty/ junk) texture variations. With X parts and Y variations you need X*Y number of materials, while with a single source map you only have Y number of materials. For adding in new sets of customization parts ( for example Magpul furniture) it would also make sense to put all on a new collected "set" map since it becomes easier to make consistent changes like colour tinting fast.
Is there some sort of engine flaw you are trying to work around, or something else?
http://millenia3d.net/tb2/SPAS12_WIP/ Here's a Marmoset Viewer link with the work in progress textures.
Going to start making attachments for it next.
Dunno, I've only got plans to put it in Fallout 4. Don't really have any other games I'd like to stick it in :v
I started working on some attachments for it, planning on having a big set to choose from like vanilla weapons in Fallout 4.
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I'd love to put it into Insurgency on your behalf. I'm sure a lot of people would love to have a spas 12 of this detail to run around with. Just thought I'd ask.