Instead, if anything, I'd do a solid OD green "Paint" layer over what you already have, and then wear that down in spots (that way you're not fucking up the rifle itself, just some minor scratching/wear on the overlying paint.) And then throw a wrap on it. Like this (but without the crappy digital pattern)
The diameter of the bolt is way to big. You had it closer in the high poly version but the low poly is too much. It makes the metal around the breech look too thin. It could use some scratches around the chamber too. Ejecting brass would scratch that area up.
I think just adding a some nice textures the ghillie wrap would look ace.
good job dude
-C
Love the method, but you have to be careful how many transparencies you stack in front of each other. Transparency sorting in real time and rendering can be a huge drain on the system and its prone to all kinds of errors visual and crash bugs. I would use that method only as far as learning how to create the opacity maps but not stack them that deep or big.
Love the method, but you have to be careful how many transparencies you stack in front of each other. Transparency sorting in real time and rendering can be a huge drain on the system and its prone to all kinds of errors visual and crash bugs. I would use that method only as far as learning how to create the opacity maps but not stack them that deep or big.
My understand is that kinda depends on whether you're alpha testing or alpha blending?
nah, alpha's expensive either way. Sure, Alpha test is a lot cheaper, but it still makes you draw the same pixel over and over again, as you draw layer after layer after layer in the same spot.
It's fine to have a couple, and for a smallish prop like this, it's probably not much of an issue.
nah, alpha's expensive either way. Sure, Alpha test is a lot cheaper, but it still makes you draw the same pixel over and over again, as you draw layer after layer after layer in the same spot.
It's fine to have a couple, and for a smallish prop like this, it's probably not much of an issue.
depending on the drawing order (can be outside layers first) depth-test can prevent multi-drawing same fragment, hence alpha-test has at least the chance of being quicker.
A distinction should be made between realtime engines which handle opacity sorting much better then max or Maya. I'm pretty sure Max or Maya only us Alpha Blend and are missing alpha test, even feeding it a simple on/off image won't speed it up too much.
So while your working on the hair its going to be a pig of a process if you complicate it. It render hair/fur faster sometimes...
Replies
Speaking of ghillie wrap, anyone have any suggestions of the best way to make one?
Thatches should do it for the ghillie wrap..maybe add a bit of camo for the paint as well? Look at COD4.
http://www.paultosca.com/varga_hair.html
I think just adding a some nice textures the ghillie wrap would look ace.
good job dude
-C
some nice woodland colored camo would be sweet.
isnt there any kind of writing or insignia on the sides? they seem a bit plain right now, beautiful, but plain.
anywya, great job. looks sweet.
Instead, if anything, I'd do a solid OD green "Paint" layer over what you already have, and then wear that down in spots (that way you're not fucking up the rifle itself, just some minor scratching/wear on the overlying paint.) And then throw a wrap on it. Like this (but without the crappy digital pattern)
Use alpha planes for some burlap, and jute.
My understand is that kinda depends on whether you're alpha testing or alpha blending?
It's fine to have a couple, and for a smallish prop like this, it's probably not much of an issue.
Btw, random question, why are most of the weapons being posted here on PC using object-space normal maps?
depending on the drawing order (can be outside layers first) depth-test can prevent multi-drawing same fragment, hence alpha-test has at least the chance of being quicker.
So while your working on the hair its going to be a pig of a process if you complicate it. It render hair/fur faster sometimes...
I kid. Looking nice dude!
The pipe looks a little thick, but im sure you modeled with some good reference material.