hidden line removal
print screen
adjust in photoshop so its just black and white
do a clay render of the same angle (normally just render region)
print screen
set the wires to multiply, crop and your done.
You really should add double the segments to the round bits on the scope, the jagged silhouette really drags it down in 1st person.
Also on second thought, the surface on the scope looks a bit dull at this point, perhaps try giving it a few subtle splashes of rainbow in the specular to give it a bit of oomph.
ZacD: Well that's what I do too, but I've created a glorious plastic looking material in marmoset and I'm too mental ray retarded to replicate it in XSI. I want to have a wireframe over the normal mapped object, and I get sketchy results with the shaders I've tried and XSI's native openGL normal mapped texture is hideous. I think I just need to do more research into decent shaders with normal map support for XSI.
I'm using a really old version of XSI (4.2) also, so that's probably why the native stuff is so ugly (like, the darkest value on a normal mapped object is 50% grey for example).
Looks pretty awesome now. Nice to see properly done weapon models/textures; they're rare since so many people treat hard surface stuff like it doesn't matter (especially guns)
this is a very wierd gun made by the Russians; it's a sniper adaptation of the AS VAL. The sights are in fact welded to the supressor.
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Lol. It's not weird, it's just been designed for close (~200 meters) city combat, with no burst and sound. It uses subsonic cartriges (SP5/SP6) and included supressor. And it's not AS adaptation, these two weapons were designed as weapons complex, AS for CQC/assault and VSS for marksman (in Russia term "sniper" have a bit different meaning, most likely as "marksman" in US). It's rare weapon with very expensive cartriges, so it not too distributed even in Russia. And quality is not perfect, sad but true, look at that seems on iron sights.
Great modelling, by the way.
I didn't mean wierd in a derisive way; it just seemed to fill an interesting role and is honestly a pretty strange looking weapon, with an odd mix-mash of materials and shapes (c.f. every european gun made since 1990: metal and composite, looks like a spaceship). Personally, I think it looks cooler than most weapons.
I toned down the stock a bit, I think it has less of an incandescent orange to it.
I've found some pretty dark stocks online too, but most of these have terrible lighting with flash photography for extra crap contrast. This is a pretty decent (though under-lit) outdoor photo, which shows a surprising amount of saturation.
the wood, is very well done, but I liked it better in one of your first versions without the finish, Id say its too saturated atm, and for the rest of the gun some parts look more authentic than others. Like the front of the gun looks real nice. I think maybe it might look good with a bit more reflection and spec in some areas to get the metal just right...
Replies
hidden line removal
print screen
adjust in photoshop so its just black and white
do a clay render of the same angle (normally just render region)
print screen
set the wires to multiply, crop and your done.
Also on second thought, the surface on the scope looks a bit dull at this point, perhaps try giving it a few subtle splashes of rainbow in the specular to give it a bit of oomph.
ZacD: Well that's what I do too, but I've created a glorious plastic looking material in marmoset and I'm too mental ray retarded to replicate it in XSI. I want to have a wireframe over the normal mapped object, and I get sketchy results with the shaders I've tried and XSI's native openGL normal mapped texture is hideous. I think I just need to do more research into decent shaders with normal map support for XSI.
I'm using a really old version of XSI (4.2) also, so that's probably why the native stuff is so ugly (like, the darkest value on a normal mapped object is 50% grey for example).
Lol. It's not weird, it's just been designed for close (~200 meters) city combat, with no burst and sound. It uses subsonic cartriges (SP5/SP6) and included supressor. And it's not AS adaptation, these two weapons were designed as weapons complex, AS for CQC/assault and VSS for marksman (in Russia term "sniper" have a bit different meaning, most likely as "marksman" in US). It's rare weapon with very expensive cartriges, so it not too distributed even in Russia. And quality is not perfect, sad but true, look at that seems on iron sights.
Great modelling, by the way.
I didn't mean wierd in a derisive way; it just seemed to fill an interesting role and is honestly a pretty strange looking weapon, with an odd mix-mash of materials and shapes (c.f. every european gun made since 1990: metal and composite, looks like a spaceship). Personally, I think it looks cooler than most weapons.
Actually did a search and it seems like they all have much darker wood. Maybe worth a try to change it and see how it looks.
I've found some pretty dark stocks online too, but most of these have terrible lighting with flash photography for extra crap contrast. This is a pretty decent (though under-lit) outdoor photo, which shows a surprising amount of saturation.
http://data3.primeportal.net/armory/roman_stepanov/vss_sniper_rifle/images/vss_sniper_rifle_6_of_9.jpg
I'm not really sure if I like this or not, but I'll keep playing with it.