I was thinking this as well...anti matter is energy. Just a different type of new energy. In my original idea the Gun would not produc Recoil. But now that he brought it up...the bottom part of the model is BORING :p So I have re designed he bottom part, and am modeling it, to both look visually pleasing, and be able to…
Hi beefaroni Thanks Because every part part can be replaced for modification, i`m using one material per each mod. part. Totall i have 9 materials: (2048x2048) Base Receiver (2048x2048)+(512x512) Sight (Base mat + Glass mat) (2048x1024) Handguard (1024x1024) Magazine (2048x1024) Stock (1024x512) Grip (512x512) Foregrip…
Slaught: One thing moose mentioned was that the character's textures are generated /compacted at runtime, so for any given part needs to have non overlapping UV space with any other part. Ie the arms can't be over the thighs, but every arm layout should be in the same part of the UV map. Take a look through the material…
It looks from the reference that the raggedy part of the handle that your fingers wrap around, you know the part that's got those indents to fit the grooves of your fingers (don't mess with my 1337 weapons knowledge) could use more beveling. And also the handle looks to be about 3x as thick as the blade but your model…
the hydrant looks preatty good, but pillar doesnt do so well you could enhance texture of pillar maby by using diferent texture to inside of holes to make a point that it is the inside, rubbled part, not as soft as outside painted concrete?and you could bring out the cracks that you got on normal map made of hi poly by…
hey, nice progress :) One noticeable thing is that the parts of the scene which are not lit directly merge together, as they are evenly black. Either could use some indirect light, which might be tricky to achieve since the dark colors will give little bounce light, or some reflections (as you do in the foreground) to…
Some good comments on here , thanks. It funny how some people find the uv part of the workflow as the more relaxing part. I find modelling and texturing immensely more fun. UV`ing , which is why I posted this thread, is the part that breaks the creative cycle for me. I`ve just modelled say a network of pipes, I want to…
Everyone here has excellent suggestions and feed back. I have been suggesting this to various people here on Polycount so below is a copy and paste. If you follow this tutorial it will teach you a great deal about modeling and UV mapping. I would start a new project and follow a correct pipeline. I suggest following this…
There are still some issues you should fix. 1) This is from a stamped receiver, you're modeling a milled one. It should be part of the receiver. Example: http://i201.photobucket.com/albums/aa246/destateklu/Bulgarian%20Reference%20Guide/BulgarianEarlyAK47Russian3.jpg 2) What are these? These shouldn't be there at all. 3)…
@r3spawn - Thanks! I definitely think it's too shiny right now. I have the specular sharpness turned up 100%in marmoset so that I can tweak the gloss map correctly. As a result, most of it looks way too shiny because I haven't gotten to it yet on the specular side of things. @CougarJo - Thanks for the feedback. That was…