Finished a 3rd person game model of a Colt 1847 percussion pistol, dragoon, in 44 caliber pistol. This pistol was a revolutionary percussion cap and powder pistol that drastically reduced reloading times required by the user. It became a favorite among Army officers on horseback, and in later versions, Navy officers as…
hi everybody I want to show you my first work in gaming industry all modeling and texturing in 3dsmax. everything baked with projection modifier. realtime visualisation in 8monkeylab http://maroon3d.carbonmade.com
Hi, i'm modelling the Colt 1911 and i have a problem with this area.. I tried to add support edges but i got a terible pinching. Can someone give me a tip how to smooth this?
I started a rifle for a FPS demo scene I'm working on in conjunction with a USMC character. So far these are some screens of the wires, occlusion render and a 0.5% start on the texturing of the model. Right now the model runs in at 6,00 tris and am working on a 2048 texture...but will use compression tool to get it to 1024…
I'm not sure if this should be posted here, so pls lmk and I will repost if needed. I've been working on this project, a colt 1903 pocket hammerless on and off for a while. I got so into it that I modeled all the internal parts. Everything is there. I then animated the cocking and firing of the gun and all the parts moved…
Looking at it now with fresher eyes, I would say you are absolutely right with the light in the top left. I'll keep that in mind for my next projects. As for the brightly lit areas, I was using the concept I had as reference, but I felt that the contrast between the 'cold/dark' areas of the room and the brightly lit lamp…
having a cold should help I haven't had a fag for 2 days. I'll be back on them once this cold has passed no doubt. previously I gave up by smoking a lot of cheap tabs, about 200 infact, made myself sick from forced chain smoking and couldn't face another ciggy ever again. That lasted about 2 years, and I can say it worked…
It started to seem to me that shaders codding is one of this "web things" too. For a while we had shaders done after my and other artists requests and ideas , blender nodes constructs, blending modes , what multiply/add to what and in what order and why. Which way to do proper height blend without blur involvement etc. And…