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Haze Assault Rifle

This is an Assault Rifle created by a good friend of mine "Echonite" who said its ok if I show you guys it.
This was created in Blender 3D

This gun is for use in fallout 3 by: Bethesda game studios
It is based on the Assault Rifle in the Game "Haze"
Not an exact copy of it but close.
As some modifications had to be made to the design to make it work in fallout 3.
It is his first proper gun model.


Criticisms of it are welcomed.
Echonite is not a texture artist, only a modeler.
We are no way associated with Bethesda game studios nor are we anyway associated with FreeRadical.


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Gun1.jpg

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Fallout32009-02-0801-16-54-56.jpg

Replies

  • coldkodiak
    Offline / Send Message
    coldkodiak polycounter lvl 17
    "We are no way associated with Bethesda game studios nor are we anyway associated with FreeRadical.
    "

    uh huh.

    You should go back and harden some edges. Got some normal issues.
  • frubes
    Well first up its a bit blobby. Does it have a High poly or is this it? If its just a low poly you might want to think about sorting the smoothing groups to give it some harder edges. If it has a high poly i would say you probably need to add an aweful lot more control loops to harden some edges so they appear on the normal map, however im pretty sure this doesnt' have a normal map.

    Secondly it would be good to see some maps. The diffuse is pretty poor but i take into account he isn't a texture artist. Try to avoid applying the same diffuse material to the whole model. Theres a shed load of guns on this site and im pretty sure some maps are shown. Check the FPS weapon posts in the challenges section for a better idea of what it should look like.

    Thirdly it seems to have some specular value in game but not in your render? This leads me to believe it doesn't have a specular map and just has an overall specular value applied to the whole gun? If this is the case it really really needs a good specular map. However, you will need to consider redoing the diffuse before you can think about generating a decent spec map.

    Hope that helps.
  • psychoticprankster
    frubes wrote: »
    Well first up its a bit blobby. Does it have a High poly or is this it? If its just a low poly you might want to think about sorting the smoothing groups to give it some harder edges. If it has a high poly i would say you probably need to add an aweful lot more control loops to harden some edges so they appear on the normal map, however im pretty sure this doesnt' have a normal map.

    Secondly it would be good to see some maps. The diffuse is pretty poor but i take into account he isn't a texture artist. Try to avoid applying the same diffuse material to the whole model. Theres a shed load of guns on this site and im pretty sure some maps are shown. Check the FPS weapon posts in the challenges section for a better idea of what it should look like.

    Thirdly it seems to have some specular value in game but not in your render? This leads me to believe it doesn't have a specular map and just has an overall specular value applied to the whole gun? If this is the case it really really needs a good specular map. However, you will need to consider redoing the diffuse before you can think about generating a decent spec map.

    Hope that helps.

    Thank you for your criticisms. I'll pass them onto him.
    I was thinking their gun needs a lil more shape. Myself, it seems to chunky.
    Espeacialy the ammo clip.
  • psychoticprankster
    coldkodiak wrote: »
    "We are no way associated with Bethesda game studios nor are we anyway associated with FreeRadical.
    "

    uh huh.

    You should go back and harden some edges. Got some normal issues.
    Point taken. I'll tell him.
  • ae.
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    ae. polycounter lvl 12
    tell him to do a real texture, it just looks like he used the same material for the whole gun without adding any highlights/shadows/any work at all looks like a rushed lazy job.
  • psychoticprankster
    ae. wrote: »
    tell him to do a real texture, it just looks like he used the same material for the whole gun without adding any highlights/shadows/any work at all looks like a rushed lazy job.
    He is not a texturer though. Thanks for the positive feed back.
  • Echonite
    Okie dokie, so I registered.

    First off, thanks for the feedback. I know the textures suck more then a little kid with an ice cream cone. It pretty much was a rushed job, because I'm not very good at it.

    The gun itself isn't that high poly. I'm surprised myself, since most of my models end up too high and I have to simplify it. Currently it is around 2400ish polys. As said though, this is my first gun model, and I only hope to get better at it.

    Thanks again for the feedback.
  • Slum
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    Slum polycounter lvl 18
    Holy crap, nearly a year difference there. Necro much?
  • odium
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    odium polycounter lvl 18
    I thought I remember thinking in my head "Jesus christ the artists are terrible in Haze..." before...

    That explains it. A YEAR OLD?!
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