View Full Version : Old Bullets
Riddlaz 12-10-2002, 03:42 AM I just finished making my bullets, any comments or suggestions on how to improve a welcome :).
http://www.geocities.com/riddlaz_c02/Bulletsfn.txt
Edit: Fixed Link
Laters,
Riddlaz C.
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I like it.....can we see shiny new ones too....good job...:thumbsup: :surprised
Gemini
12-10-2002, 05:01 AM
i think that overall this looks great. one thing that strikes me is that the bullet pointing towards the upper right looks as if it is floating. i am not sure if it is just my eyes though , i am kind of blind, but it seems like the shadows are a little off.. another thing that kind of stands out to me is the texturing. i think that the procedural texture(at least i think that it is procedural) is a little too blatant. i am not really sure how to say this so that it makes sense, but it seams too fractal summy. nice term huh! i hope it makes sense. and lastly, i think a lot would be added if there was some wair and tair(omg, what a brain fart on spelling)though this is just one mans opinion, a good example of what i am refering to is at
http://www.highend3d.com/artists/artist.3d?au=canni21c&iid=144
i think that this case is a little extreme for what you have, but it may help portrasy the old and 'been through a lot' look. i think that otherwise it looks great.
i hope that my comments were helpfull and look forward to the final product.
good luck
Riddlaz
12-10-2002, 07:30 AM
Point well taken Gemeni :thumbsup:. I’m definitely going to tweak the texture of the cartridges some more, I’m also planning on making each of them more unique on their own, I can also see what you mean with the shadows It’s because the shadow dropped by that cartridge is softer than the rest, I’ll definitely take a closer look at that, I'm also going to change the environment a bit and most importantly adding an Aka 47 to the image :buttrock:. Thanks.
Remi, ill render a shiny version later ;).
Laters,
Riddlaz C.
Riddlaz
12-11-2002, 07:56 AM
In this update I changed the textures for the cartridges, here’s a comparison shot of the real bullet with mine, I’m pretty happy with the results so far.
http://www.geocities.com/riddlaz_c02/Cmp.txt
Another of the texture changes was adding small dents throughout the cartridge’s bodies to give it more wair and tair, I also changed the concrete to make it look less flat and finally, fixed a little issue with the primers :D.
<<<Updated Image>>> (http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=157858). Constructive crits are always welcome :).
Here's the start of my aka47
Laters,
Riddlaz C.
Riddlaz
12-12-2002, 09:46 AM
Some updates for the aka47 :thumbsup:.
Laters,
Riddlaz C.
Riddlaz
12-13-2002, 11:05 AM
added more details and I remodeled a part of the front area with sub-d this time make the edges smoother so it goes better with the rest of the aka47.
Laters,
Riddlaz C.
Riddlaz
12-15-2002, 02:51 PM
I just finished adding more parts and details to the weapon, including the clip and the fire select piece, I went trough a bit of a hassle making that piece, and I got rid of four fire select models till o got to this one :D.
Thanks.
Laters,
Riddlaz C.
FerdiWillemse
12-15-2002, 04:44 PM
Very nice lighting!
Isn't that bullet a 30.06 round? Fired by the (Springfield) M1 Garand?
Riddlaz
12-17-2002, 09:02 AM
Thanks FeRdI, but the cartridge is 7.62 mm, it was textured using the reference above but not modeled after it.
For now Here’s a little update showing the things I added with the free time i had today, expect another update tomorrow :thumbsup:.
Laters,
Riddlaz C.
Riddlaz
12-18-2002, 10:45 AM
Here's another update. :D
Laters,
Riddlaz C.
Riddlaz
12-19-2002, 05:05 PM
Hey guys, I just completed the hicap mag model, the rifle is almost finished, I’ll update when I finish the last parts and attach the hicap :).
Laters,
Riddlaz C.
Nice and detailed...great job.....:thumbsup:
Riddlaz
12-28-2002, 07:35 PM
Thanks Remi, sadly I haven’t had much time to work on the model for the past few days, I started working on it again yesterday, and I just finished modeling the missing parts and tweaking certain. Here’s a close-up of the new details and a perspective shot of the model.
http://www.geocities.com/riddlaz_c02/Aka47_09b.txt
Riddlaz
12-28-2002, 07:38 PM
Right Perspective.
Riddlaz
12-28-2002, 07:40 PM
Side View
Entangle
12-28-2002, 08:49 PM
Brilliant work Rid! Those look so cleanly modelled.
phishmann
12-28-2002, 11:41 PM
the metal is really shiny at the top. might want to decrease the amount of shinyness. other than that its a great highly detailed model, keep it up!:eek:
Riddlaz
12-30-2002, 09:18 AM
Thanks for the comments. Phishmann, thanks but the renders I posted had temp materials.
Today I started the shading process of the AK, and I just finished texturing a few of the parts of the body, any crits on the shader are welcome.
Laters,
Riddlaz C.
Aaron Moore
12-30-2002, 10:18 AM
NICE modeling... really like it... can't wait to see it textured
Riddlaz
01-05-2003, 01:10 AM
Thanks Aaron :).
Hey guys, I just finished painting all the metallic parts and further tweaking the metal shader, the shader like the cartridges also was made using mostly combinations of procedurals to add layer upon layer of detail, one of the main differences dough is that I used vertex painting in order to make a blend map to mix faded/rusted metal with the regular metal with precision so each object had its own vertex map, the material has more than 150 maps, the main reason is that everything is connected for example the fingerprints are made of about 5 maps and those are used for specular/diffusion/diffuse/reflection with different color combinations, this has its advantages and disadvantages bur for the wooden parts I’m planning on taking a bitmap approach so I’m going to unwrap and paint but sadly I’m going to be away for the next two or three days so I’m not going to be able to update, for now here's a shot of the current state of the ak47, thanks.
Laters,
Riddlaz C.
WarAngel
01-05-2003, 01:51 AM
That has got to be the best ak47 i have ever seen. How did you model it? Like nurbs, poly stuff like that..?
FerdiWillemse
01-05-2003, 10:37 AM
Yeah! Best AK ever seen!
Great job! Now get us some action shots with a big muzzle flame ;)
:thumbsup:
IDownupI
01-05-2003, 11:42 AM
:/ if the metal is durty..Why is not the handle durty?
Aaron Moore
01-05-2003, 12:59 PM
just a quick CQ -> Isn't the metal part of the AK darker... I thought that they were painted black and that you could see a dull shine from where the paint chiped/faded... just wondering i could be wrong.
insanelight
01-05-2003, 02:48 PM
Yes man... put dirt on wood parts.
Cool work!
Very nice, I love it, can't wait to see it textured and all that same shit...
The point of the post is to say this: the gun is not an AKA-47, it's an AK-47.
FerdiWillemse
01-05-2003, 03:49 PM
About the black-metal thingy... The AK's are painted black, though I like the 'grayish'-metal better.
http://www.the-top.com/krink/Images/USSR/ak_equiped.jpg
Riddlaz
01-06-2003, 07:47 PM
Thanks for the input guys :beer:.
WarAngel, thanks the model was made using sub-division modeling.
IDownupI, all the wooden parts haven’t been painted yet, I’m also going to make it look dirty and more worn out on the edges so it fits better with the rest of the AK.
Aaron Moore, your right it is supposed to look a bit darker, my problem was that the reference image I was using for modeling and painting had a paint job done, so I’m almost finished making the changes in order to make the material look like the original AK’s.
FeRdi, thanks allot for the image :), I’m currently using it as a reference too improve the shader, I’m going to post an update soon!.
Thanks again.
Laters,
Riddlaz C.
Riddlaz
01-06-2003, 10:47 PM
Here’s the update I promised, the changes I made were making the color and diffusion a bit darker, changing the specular and reflection colors as well and adding a new layer of detail to the specular and reflection maps in order to make the metal look more dull like the ones in the image posted by FeRdI. I rendered the image using gi, that’s why I took a bit longer, I did it because I wanted the colors to stay true to the colors in the materials.
Laters,
Riddlaz C.
Riddlaz
01-06-2003, 11:07 PM
Here’s slightly higher res version of the image :thumbsup: (1024x499) (http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=171566)
Laters,
Riddlaz C.
Riddlaz
01-08-2003, 02:00 AM
Hello all, I want to get come opinions on this shader, unlike the metal shader that was 100 percent procedural, mainly to avoid unwrapping dozens of metal objects this one was unwrapped and completely painted using photoshop, even dough its just one piece of the total four wood pieces, the canvas size is 2048x2048, I decided to make the bump, color, diffusion, specular and the dirt blend map in the same photoshop file so the result was a humongous 67.7 mb file :D. Well, I’ve been working for hours on this but I had tons of fun especially painting the fingerprints, hope you like the results.
<<WoodShader>> (http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=172824)
Laters,
Riddlaz C.
Riddlaz
01-09-2003, 04:45 PM
Hey everyone, with this update you can say the front is completed now, I just have to paint two more wooden parts in the back and the whole model will be completed. This piece of wood has a small carving in it as you can see here.
http://www.geocities.com/riddlaz_c02/Aka47_Shdr04b.txt
Here’s a render of the current state of the AK.
(1024x768) (http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=174641)
Laters,
Riddlaz C.
JonasNoell
01-09-2003, 05:17 PM
The wood is really nice, what I don't like is the metal, which must looks ways too rusty and old. Furthermore I think that the metal needs to be darker, since the weapon does not consist out of chrome...
cANt
ckaos@om
01-09-2003, 05:19 PM
Really good !
Those textures look much better applied on the mesh than the flats : they seemed a tad "overdone" and not clear to read, but this is definetly better !
One crit though : you light want to tone down the spec map just a tad, looks a litlle bit shiny for used wood !
Better than anything i could do anyway ! :)
keep it up !!:thumbsup:
Riddlaz
01-10-2003, 01:57 AM
Hey cANt, not chrome!! :D, that’s the first thing I wanted to avoid when making the metal shader, but calling it chrome is a little bit of an exaggeration since chrome has a very high reflective level and allot more stable reflections and actually has a very dark color, on the other hand my metal shader has blurry reflections and has a very low specular/reflection level when you compare it a chrome material, its surface its more unstable but I agree with you that the metal should be a little darker. In my opinion the older it looks the better because I’m trying to make it look even older than the real ak's posted by FeRdI, therefore it has a bit more rust and its a more faded on the edges, that’s the reason why the wood looks allot more warn out as well.
well to further get away form the chrome look I followed your advice and made it slightly darker, made the fading edges and rust a little more apparent, changed the reflection maps, specular maps, reflection level maps to make it look even more like an unstable metal surface, and finally made it look a little dirtier than before.
thanks chaos, the reason why it has that much of a specular level is because I wanted to make it look like the wood still had a bit of a finish left, if you felt the wood surface it would feel soft but rough on certain damaged areas and especially on the edges, I think that if I lowered the specular even more it would look weird because the surface would be neither more on the stable side or rough side, I would have to use higher bump mapping or some displacement on the wood pattern to kind of balance it off but I kind of want to avoid that, furthermore I changed the specular color to make it look a little more like old finished wood, it doesn’t make a huge difference but its better than nothing.
Thanks for the helpful crits guys, here's the update with the changes made to the metal surface and retouches to the wood shader. (1024x768) (http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=175131)
Riddlaz
01-15-2003, 02:17 AM
I just finished texturing the handle. This is one of the most essential pieces of the whole ak, this one sets the most of the mood on its entirety, this piece alone should tell a story. When you see this piece what should instantly come to your mind is evil, pain, murder, history and war!, if it does not that simply means I didn’t do my job as a texture artist.
(1024x768) (http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=178926)
Laters,
Riddlaz C.
Riddlaz
01-15-2003, 06:49 PM
Here’s the update with the blood and wood pattern tweaks, I also added some blood to the bottom wood in the front as well.
(1024x768) (http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=179383)
Laters,
Riddlaz C.
Riddlaz
01-19-2003, 06:38 AM
I just finished texturing the butt of the ak47, you can tell it was used mainly to finish off the enemy :D, now that completes the AK47 :beer:.
Riddlaz
01-19-2003, 06:41 AM
Here are some big renders showcasing the finished ak47 model for your backgrounds, enjoy!.
http://sv1.3dbuzz.com/Upload/i11931Ak47_Final.jpg
Backside
http://sv1.3dbuzz.com/Upload/i11931Ak47_Finalb.jpg
Laters,
Riddlaz C.
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