thx oniram, once i find some time i will try to do that, i actually was modelling a lav25 apc, but i gave up because i was having serious issues with the highpoly
thanks! , kickin well i haven't got anything else to work on, so :p yes it is c1a2a! it looks great - a proper upgrade if i've ever seen one:) and here is the 9mmAR's highpoly
I would use an plane attached to a cylinder, then alpha the feather part. You can paint it faster in photoshop, or use photo references, then if you were to do a highpoly model and bake it down.
Today I also finished the highpoly for her guns. They are not created for FPS. More Third person kinda. Some sculpting may occur on them before I bake them down to the lowpoly.
Thanks Nistrum! I've been moving really slow here, but I got another highpoly model done. This is going to be a corner support piece to hide those 90 degree angles in the walls.
bloom is too tight and fine, there's a lot of white blown out areas, most surfaces look like they're lacking normal maps or have too flat of normals, doesnt look highpoly.
you might wann model the roof tiles as highpoly objects and bake a nm / AO with xnormal or something similar. After that, just layer a crazybump pass on top. Will give a much nicer depth to it.
Nice, I love his proportions and style. I agree with thnom though, the normals aren't doing much. Do you paint your normals or bake them from a highpoly mesh?
when i had my old computer wich sucked balls i used to make a simple plane then uvmap it and make the highpoly parts on that, then i would add in the detail through photoshop.
It is part of my assignment to create a World of Warcraft inspired environment, I'm at the low poly stage about to go onto texturing, but i would love some feedback :) Scene Block out Highpoly Assets Final Block out