Just a few weapons I did in my very short short free time. Most of them are very low poly. For no particular project, just my own free time.
Ak-74 with GP 30 grenade launcher, and KOBRA red dot.
M249 SAW 1800 polys
M4 2000 polys
PKM 2400 polys
Russian RPG-7D paratrooper version with Chinese scope
VSS Vintorez
And a family of low poly weapons I did long time ago.
Replies
If you could advise me a little: what texture resolution does that first AK47 use? Does it use a normal map (if so, how did you generate it)? Did you use photos in your textures or were they painted?
Sorry for the barrage or questions, but I'm still trying to find out how such great works are done Cheers
few:
adjective
1. not many but more than one: ( Few artists live luxuriously. )
This post would be better named as "A Copious Amount of Weapons" or "...damn good weapons", either or :P
Great work man! I'm also curious as to the texture resolutions you've used.
The resolution is 1 1024x1024 on AK, and 1 512x512 for Kobra and GP30 grenade launcher.
-caseyjones
Any chance on seeing the texture flats?
Irritant, hehehehe. Actually I think depending on the type of a game, 5000 polys to be constantly in a first person view, is a good investment in my opinion. Especially if you are not using normal maps. In all of my weapons, I just use a good ammount of polys where needed the most, and a good size texture no less than 512 by 512. Most of the engines I've worked with love polys, but hate the textures heheh. And that includes the ammount of them (normal, spec, bump etc). Today I find it easier to increase polys, and if we compare to say a 10,000 poly model (a car in a next gen racing game for example) 5000 would be lower hehehe. But ofcourse I must agree with you, 5000 wouldnt be the lowest
Here is a Dragunov Sniper Rifle I've been working on. My good friend helped me with modeling curved portions (butt stock, top cover) and I began texturing it with only 1 1024 by 2048 texture. Havent tested it in the engine yet, but I've always wanted to make one of the sexiest sniper rifles in the world.
love it all!
However, I gotta crit, since nobody else is
I would tend to disagree with your decision to go balls out with polygons and berate the use of a normal map. Honestly I think you'd have gotten a better result halving the tri count on the M4 and adding a normal map. These look absolutely fantastic in stills, but I'd be *very* curious to see them in engine in motion, with all that baked in lighting 'stuck' to the weapon.
The barrel grip pattern in particular on the M4 looks really weird just textured. It just feels a little old school and is positively *begging* for some depth.
Don't get me wrong. As I said, this is stunning stuff. I'm just saying don't be too afraid to explore new techniques really. Beautiful work though. If you're not in the video game industry professionally making first person weapons, you probably should be
Great comment, and definately very agreeable point. I just wish I had a chance to be part of FPS genre.
The work I do, does not involve weapons and action
Hopefully soon
The PKM and the SAW however, are both extremly lowres at the safety(?) on the top off the gun. These parts will be right in the players' face, fix it. I wouldn't even show the SAW in the state it is right now, looks like a bunch of lowres photos clobberd together.
Would be cool to see what you can do when you don't rely so heavyliy on photos for your textures.
can we see wireframes? I can only assume you're counting polys rather than triangles, but if that is indeed the tri count you've given ... bloody hell, that's impressive. I'll eat my own hair though
nice waponz! Gives us a nice glimpse of what weapons in games will look like in the world of tomorrow.