I'm still working on my black mesa weapon replacement pack, and it's time for the SPAS 12.
I'm aiming for 10-15k tris for the view model, and will model in details that will render >10x10 pixels onscreen at 1080p and I'll be doing all the internals that are visible during normal animations unless I get too lazy. I'm ignoring the details on the heat shield under the front of the pump.
There's still a lot to do on this, and the stuff inside the stock frame is confusing me. Need more references there.
Do ask anything and crit harshly if you catch me doing bullshit.
Here's a marmo viewer of the HP: http://skins.thanez.net/spas12/wip1/
I'm using marmo to figure out my materials as I go, and it's proving a valuable asset in my workflow
New wip in marmo with SIZE WARNING: 70MB
Edit: New marmo wip with sights done. SIZE WARNING: 75MB
I might revisit the bolt breech assembly to make it more authentic. If you stare at it too long, the over-simplicity of it shines through.
Never mind about that whole sighting biz, turns out the springy stuff inside the stock covers up the sights. Silly contraption IMHO, but I should really study refs better before I start modeling :P
Thankye, I'll be revisiting the stock, making both pieces thicker
Edit: I got to do some more stuff today. Haven't gotten around to the stock thickness yet
Got some more work in, redid the materials for the stock, fixed the width of it so it's ,5 instead of ,35 thick (45%-ish addition) which gave the added benefit of getting a stronger angle on those inward bends going towards the front (from top view), woo.
Thanks for the crit, Pedro. Too many people let me get away with bullshit
80MB link: http://skins.thanez.net/spas12/wip4/
I noticed how much better the shadows look in viewer VS toolbag, especially when two lights overlap and their shadows intersect, sheeeesh.
I have to look for a setting to increase
edit: area lights/shadows/width aren't supported in Viewer, so you might get different shading results between the two.