damn,thats a big ass UV map,the gun looks great btw can wait to see it finished
I'm so excited! Tomorrow's friday, so I'll have plenty of time to gut it out on this skin.
[QUOTE=luch174;14091705]:) i appreciated that comment :) cheers man, as for progress... here we go:
[IMG]http://img410.imageshack.us/img410/8467/gun.jpg[/IMG]
i'd say like 15% left, then just fitting it all in :\.. want to avoid changing the sizes as much as possible :D anyways gonna have an hour or so break :D play some tf2 if any one wants to join me :D
luch174 = steam name :D il post the uvmap later on tonight, if i finish up[/QUOTE]
Make it a TF2 SMG replacement, that would be so fucking cool.
[QUOTE=404;14097073]Make it a TF2 SMG replacement, that would be so fucking cool.[/QUOTE]
I don't know... the sniper's SMG is pretty small, but I guess someone could attempt it once it's released.
I have really nice Wood Texture. I could give a try...
do you know, i was actually considering it yesterday while i was playing tf2, think it would be too big though, could always remake a more cartoony styled one though.
It's always better to make a much more high res texture and then shrink it to half than trying to make a high res texture on small sheet. So in case you want it 1024x2, just texture it like that and then shrink it 50%.
I don't really know what you mean by that, but I'm assuming you say it's best to create a texture twice the size and then shrink it down once it's done.
I do this too, but I remember that guy from poopinmymouth.com saying that you shouldn't shrink textures down or something.
Of course you lose some detail, but it's better than having no detail at all if starting from a low res sheet in my opinion. But everyone to their own, I guess.
well this maps 2048X2048 figured its a good, size, can always be made smaller, so no big deal. Right im gonna start texturing this beast, been working for my dad since 10 this morning moving like a 2 metre high wall of mud from one end of my garden to the other! lol pretty crazy, just never ended.
can't say im any good at texturing, but progress so far.. im rather slow also people :(
[IMG]http://img13.imageshack.us/img13/1619/sofaro.jpg[/IMG]
[QUOTE=PLing;14102263]Of course you lose some detail, but it's better than having no detail at all if starting from a low res sheet in my opinion. But everyone to their own, I guess.[/QUOTE]
Of course it's a good idea to start larger. The image at it's start has a set amount of pixels for detail, and crushing it only crams the squares up and compresses to texture. The moment it gets scaled up however, more pixles have to be made from the previously small ones, and you'll actually be able to see them (effectively making it ugly).
[QUOTE=luch174;14104808]can't say im any good at texturing, but progress so far.. im rather slow also people :(
[*Texture Image*][/QUOTE]
It looks good so far. The wood could use some accents later in development, like a shiny edge near the top if you're going new, or darker scratched parts for something beaten. As for the metal, it looks too dim and doesn't have enough shine.
I'm not saying it's bad, but I'm just suggesting ideas. Lastly, the normal map goes a long way to make textures look like they rise/fall in places, and for streak and grain effects.
ok man :D i will do that, was thinking i may.. only a may.. lol try making it look old, but.. i want to try new first, then just play about with it after. For now though i think i'm going to start animating, i can only take so much texturing. :)
Also, don't make those highlights too strong, slap some specular and bumpmaps on it and let the engine handle the rest.
ok will do
[QUOTE=luch174;14106298]ok man :D i will do that, was thinking i may.. only a may.. lol try making it look old, but.. i want to try new first, then just play about with it after. For now though i think i'm going to start animating, i can only take so much texturing. :)[/QUOTE]
Animation is my favorite part. That's really what gives the model it's uniqueness.
[QUOTE=Stene;14031933]Why does everybody want to make those copycat Soviet weapons? Somebody has to make a Suomi KP/-31 SMG, which the Soviets COPYED when they were creating the PPSh-41.
[img]http://www.palasuomenhistoriaa.net/kuvat/raate/slides/suomikp.JPG[/img][/QUOTE]
Ugh, no they didn't copy anything. They took the basic idea of the MP18 with the Suomi's drum magazine design (which sucked for the 7.62x25 round the Soviets were using) and vastly simplified it, creating their own weapon.
If the Soviets copied it the parts would be interchangeable, they're not. The Soviet design is a completely different gun, and is actually better.
Anyway the model looks good, can't see much wrong with it aside from where the stock meets the reciever and the trigger group should be squared off, not rounded. That whole area is square. Also you're missing the sling loops on the barrel shroud and the stock.
nah i got the barrel sling loop, figured i could texture on the stock one :)
oh guys update :) anyone interested, i've made the sling/strap now, (uvmapped it) but animated it with reactor, so it moves like a strap, il put the video on youtube now, then link it up :)
here you go :)
[media]http://www.youtube.com/watch?v=mzD7XjA2bNY[/media]
it's the first time i've tried it, figured it would look better than bones... so :) yeh interesting, pretty lengthy task though!! jesus, spent like 2 hours or so figuring it out.. etc.. etc..
if anyones interested in how you do it il make a tutorial for you.
[QUOTE=luch174;14110394]oh guys update :) anyone interested, i've made the sling/strap now, (uvmapped it) but animated it with reactor, so it moves like a strap, il put the video on youtube now, then link it up :)
here you go :)
[media]http://www.youtube.com/watch?v=mzD7XjA2bNY[/media]
it's the first time i've tried it, figured it would look better than bones... so :) yeh interesting, pretty lengthy task though!! jesus, spent like 2 hours or so figuring it out.. etc.. etc..
if anyones interested in how you do it il make a tutorial for you.[/QUOTE]
Yes, I'd greatly appreciate a tutorial on making a hanging constraint (animation?) like that, since it could also come handy with a few ragdolling projects. I'm just wondering though... how would that strap perform on the world model in the source engine? Also, the strap doesn't seem like it'd be good in the view model, so I predict you'd remove that from the view model.
erm... well i was planning on using it for view, model.. i mean, if i dont like it i can always go back, not a big deal, but as for using it on a ragdoll, i dont actually think it would work, because it's animated, basically rendered in max, so you can set the mass, friction etc... etc.. so it would be good for say a collapsing house! but would be "pre-animated" if you get me?
However, i will see if i can figure out how you'd do it properly, would be wicked for like a rope bridge!!!! so wanna make that now!
Bone animation is the only type of vertex manipulating animation Source supports I think. You could have a cloth one that you follow with your rigged strap as a reference though.
yeh but it like builds the animation, so liturally donesn't have to support anything, pre-rendered :D, i've seen it used before, but there's various ways of doing it, this ways failry.. flexible, just looks more natural
[QUOTE=luch174;14111147]erm... well i was planning on using it for view, model.. i mean, if i dont like it i can always go back, not a big deal, but as for using it on a ragdoll, i dont actually think it would work, because it's animated, basically rendered in max, so you can set the mass, friction etc... etc.. so it would be good for say a collapsing house! but would be "pre-animated" if you get me?
However, i will see if i can figure out how you'd do it properly, would be wicked for like a rope bridge!!!! so wanna make that now![/QUOTE]
Actually, an example of this constraint is within two of valve's own models. D0G has these wires that hang from it's body to it's head, and they swing with gravity. Likewise, there's also a cart ragdoll (since it has moving wheels, it spawns as a ragdoll) that has a rope hanging off the back. Still, I guess these would be constraints rather than animations.
Now that I'm done listing examples of this kind of animation on ragdolls, could you at least tell us how you did it on your gun sash?
yeh sure man, il make a video tutorial, waaaayyy to long to type out also would get fucking confusing. Also its 2 here so im off to bed, il post tomorrow, may be evening though.
[QUOTE=luch174;14112092]yeh sure man, il make a video tutorial, waaaayyy to long to type out also would get fucking confusing. Also its 2 here so im off to bed, il post tomorrow, may be evening though.[/QUOTE]
Okay, see you later. If the model feels stressful at any time, take it easy with a game or rest. It's doing well so far.
[QUOTE=10CentGamer;14112016]Actually, an example of this constraint is within two of valve's own models. D0G has these wires that hang from it's body to it's head, and they swing with gravity. Likewise, there's also a cart ragdoll (since it has moving wheels, it spawns as a ragdoll) that has a rope hanging off the back. Still, I guess these would be constraints rather than animations.
Now that I'm done listing examples of this kind of animation on ragdolls, could you at least tell us how you did it on your gun sash?[/QUOTE]
The ropes on dog are real time, not animations. They're the same ropes as in the rest of the Source engine. As far as I know this won't work, it needs to have bones for it to work that way in Source, and the smd importer won't make them when you export for this kind of animation.
[QUOTE=mugofdoom;14112582]The ropes on dog are real time, not animations. They're the same ropes as in the rest of the Source engine. As far as I know this won't work, it needs to have bones for it to work that way in Source, and the smd importer won't make them when you export for this kind of animation.[/QUOTE]
That's why I reffered to them as "constraints" and not animations. I'm not sure what luch's model will do with an animated attachment, but one interesting idea would be to make it jiggle on a player while they run. That'll be interesting.
[QUOTE=mugofdoom;14109226]Ugh, no they didn't copy anything. They took the basic idea of the MP18 with the Suomi's drum magazine design (which sucked for the 7.62x25 round the Soviets were using) and vastly simplified it, creating their own weapon.
If the Soviets copied it the parts would be interchangeable, they're not. The Soviet design is a completely different gun, and is actually better.
Anyway the model looks good, can't see much wrong with it aside from where the stock meets the reciever and the trigger group should be squared off, not rounded. That whole area is square. Also you're missing the sling loops on the barrel shroud and the stock.[/QUOTE]
I thought I said to NOT argue about fucking WW-era SMGs. It's pointless since these guns are relics.
Sorry if this comes off as Backseat Moderation.
Aw man this is looking amazing.
Can't wait for the final.
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