View Full Version : H&K USP Compact hl2 model
ts-falcon 06-25-2006, 06:53 PM hey all, whipped this up last night and added some details this morning. right now its just a rough unsmoothed model, im gonna do the smoothing groups in a min. right now its sitting at 1700 tris but for when i get it ready for in game usually over half the model is deleted so it should get down to about 900 i hope, normal cs polycounts for handguns. im going to normal map the mindor details like the grips on the slide and small indentations on the handle. as for the areas that are huge Ngons, well i fixed the triagulation in max and they are complely flat so it wont effect shading and should help optimize the model. C&C are more than welcome please. my goal is to have it ingame by the end of today.
http://falconcg.com/WIP/wipUSP.jpg
http://falconcg.com/WIP/wipUSP2.jpg
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requiem2d
06-25-2006, 07:36 PM
Looks great bud, keep up the good work :)
Edit top-back of grip needs work, edge is too hard imho.
ArchangelTalon
06-25-2006, 07:43 PM
Looking solid.
If I'm being really picky, there's a few tris to be saved on the top slide. The angled side has a split down it and there's a couple of edges attached to it that could be welded along to one end of the split, along with some similar instances here and there on the model.
ts-falcon
06-25-2006, 09:09 PM
sweet crits mates. would anyone happen to know of any video tuts or even just a really good tut on compiling weapons for hl2? i should be able to use the valve sdk docs but they are a tad bit confusing but ill do what i must :d thanks!
requiem2d
06-25-2006, 09:38 PM
This should prob help :)
http://www.cdg.net/forums/viewtopic.php?t=17331
Docm30
06-25-2006, 11:13 PM
Looks good, but isn't that the pistol already in HL2? You shouldn't worry about the triangles, as a lot of people put models with over 6000 tri's in HL2 and CSS.
ts-falcon
06-25-2006, 11:39 PM
requiem2d thanks for thatnlink looks like itll help. i think im going to be momentily delayed with this, im feeling like a sack of shat.
Docm30 sorry i gues i should have clarified on this. this is for CS , to replace the p228. i know there is already a USP in HL2 and CS but i preffer the compact model. also just cause ppl can put 6000 tri models in hl2 doest mean they should :P having a low tri count means that people with all kinds of gaming rigs can use it. alos the hnds get improted with it as well, thats another 1300-1500 tris. but yea im not going to worry myself to death over this, but if you dont see it whats the point of it being there right ;) cheers
ts-falcon
06-28-2006, 03:03 AM
so im finally feelin better and have been able to unwrap this and start the texture process. paainting the NM 1st, almost done, ill prob add in some scratches to add some depth to it.also about to start on the clip, it hasnt had and work yet texturewise...
http://www.falconcg.com/WIP/wipUSP3.jpg
C&C's plz! :D also...do you think i should go the 2 tone silver and dark grey style for it or a standard flat polymer blackish color?
requiem2d
06-28-2006, 03:46 AM
Image is not loading for me Tim :/
Edit: Now it is
Notes as it's 5am:
- Grooves are incorrect
- Half circle at the bottom of the grip pushes in
- Dark grey please :)
Looks great man, can't wait to see this done :D
BakerCo
06-28-2006, 12:43 PM
Very nice worl man I like it. What did you make your normal map with 2d or 3d? it looks great on the model.Although for asthetic reason I agree with requiem2d.
Keep it comin.
Lost...
ts-falcon
06-28-2006, 03:05 PM
thanks for the responses guys :D
LostInFace the normal map waspainted in pshop with nvidiad plugin, i find its easier and more efficient in most cases if something is non organic to paint the height map and convert it.
thanks requiem! by grooves i assume you mean the little grips to pull back the slide?
i finally managed to give this thing a quick compile last night just to test the whole process. while there are some tuts out there the are either for xsi or milkshape, or very vauge on the max side of things. so it too a couple of hours of swearing and head scratching....with the occasional pr0n break..hahah jk. but i finally maaged to get the model in the hl2 model viewer so now im gonna flush out the diffuse and spec maps
EDIT: Due to my frustration at lack of max resources for compiling, once i get a hangof it fully im planning on doing a VTM on compliling the finished textured model and cover ALL aspects of it in depth.
requiem2d
06-28-2006, 04:12 PM
Good job Tim, way to follow through. Keep us posted :)
ts-falcon
06-29-2006, 10:36 PM
alright had some time today to start on the diffuse, so here is some basic color and blocking in so far, baked lighting into the texture map realtime viewport grab. im not going to paint the highlights ill let a spec take care of that in realtime. requiem23...before you say it i know the indented half circle, im about to do that. havent touched the sights, hammer or clip yet either. gonna scratch this baby up soon as well.
http://falconcg.com/WIP/wipUSP4.jpg
requiem2d
06-30-2006, 05:15 AM
Seems to me like you're perfectly on the right path, only thing left after is to test in-game, I'm excited to see the outcome :D
novaprospekt
06-30-2006, 06:32 AM
exclelent, exept it NEEDS a spec map, espcially if your putting into the source engine.
weasel.acuh5o
06-30-2006, 06:40 AM
I find it quite hard to give decent feedback on realistic guns, but I can't see anything that bugs me... so I guess it's coming along nicely. :P
i see a few inaccuracies here and there, but i think a good diffuse texture can make up for it.:)
Checkout my Usp here ( not a compact though)
http://www.loom.sourceblog.org/fps.html (http://www.loom.sourceblog.org/fps.html)
GLandolina
06-30-2006, 12:32 PM
exclelent, exept it NEEDS a spec map, espcially if your putting into the source engine.
well yeah he said he's doing that later.
anyway its looking good so far:D
ts-falcon
06-30-2006, 06:51 PM
hey all thanks for all the crits and comments :D done the diffuse and normal and spec, i think it looks alright. leared a bunch of stuff that helped me along the way. when orbiting the modelin in viewport the spec really looks nice. crits and comments welcome...the next screens will be ingame :D
http://falconcg.com/WIP/wipUSP5.jpg
http://falconcg.com/WIP/wipUSP6.jpg
requiem2d
06-30-2006, 06:59 PM
I think you need to emphasize the edges on the slide, rest looks great Tim :)
ArchangelTalon
06-30-2006, 07:06 PM
Coming along well, but I think it's lacking some depth. It's gonna look kinda bland when you put it in HL2 as the shaders don't have a massive amount of impact on the model like they would in other, more shader-heavy games.
Some more colour variation and highlighted/scratched edges would look good on the colour map, methinks.
ts-falcon
06-30-2006, 07:31 PM
yea some extra color depth might be needed, although these guns are rather bland in real life, inface ive pushed the color difference of the slide and handle more than it is on the real thing. im gonna compile this biznatch then make adjustments after i see what needs work in engine.
BakerCo
06-30-2006, 07:40 PM
I like what I see so far have you taken it insides of HL2 since the texturing? or perhaps tried their shaders and such.
Looks good keep it up!
Lost...
requiem2d
06-30-2006, 07:41 PM
For the slide edges you can even make a straight white line that's overlayed and somewhat transparent, helps the audience determine the shape.
BadSpleen
07-01-2006, 05:10 AM
I may be being a bit derrrr, but could you show a wireframe ? As the first one seemed to be, but if it was then you had some crazy number sided polys in there. Looks the shiz-nit though
Chilli
ts-falcon
07-01-2006, 06:41 PM
yes soem of the polygons have a crazy number of sidedes but as long as they are flat then it makes no difference to shading. you can use max's edit triagulation to make sure it triagulates efficiently. doing this tends to be more efficient than adding in a bunch of edges everywhere and the model looks cleaner. heres the wireframe
http://falconcg.com/WIP/wipUSP7.jpg
ElFuego
07-01-2006, 08:07 PM
Looks really good! I might want some more "diffuse action" in it but it's not necessary. I like dirty guns :D
And yes, the models usually look 10 times better in movement than in stills. That's why a still screencapture sucks :D
*mental note: get SnagIt or some equivalent sceencapturevideo softaware* :>
But totally half-lifish and exellent modeling and texturing.
*sigh*...It would be fun to be part of mod team for hl2 or something :>
ts-falcon
07-10-2006, 11:39 PM
so i finally got around to getting this into cs, a couple of things: im still trying to get the spec map to work, apparently you have to have it in the alpha channel of the normal, but when i do that the gun looks like crome, even though the spec is aalmost all black and dark. the scratches need to be more pronounced but so far so good i think. c&c welcome!
http://falconcg.com/WIP/usp1.jpg
http://falconcg.com/WIP/usp2.jpg
Edit : now i look at it more the thumb is fuuuuucked :P gotta fix that
looking good.
One suggestion i can offer is make the scratches more noticeable around areas that would become scratched. As of now they look very good but somewhat random
GJ
ArchangelTalon
07-11-2006, 01:38 AM
About the chrome look;
Ensure you have
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
in your .vtm file. That tells it to reflect the nearest cubemap in the environment and to use the normal map's alpha as the environment map.
Ensure that you save it using DXT5 compression (assuming you're using the .vtf plugin for Photoshop) or it won't save the alpha correctly.
Also, it's strangely sensitive, so the bits that should only be a little bit shiny should be really, really dark (probably 5% grey or less).
Looking good so far, though! Handle might benefit from being a wee touch darker.
retardedmonkey
07-11-2006, 02:21 PM
Thats looking real good. I like how you did the bump map before the diffuse map. I am trying that now with my gun I am working on. Could you post the bump map up here please? I want to see how you did that grip texture.
I agree about some extra diffuse depth...it looks awsome as is, but it might bring it more to life with some more depth in there. Other than that its a beautiful gun!
HellBoy
07-11-2006, 02:31 PM
thats looking good man, HL2 is arriving someday this week, can't wait to fiddle with modding
ts-falcon
07-11-2006, 06:05 PM
thanks for all the crits mates. im about to snap on this whole spec in alpha thing. ive made the entire alpha channel black and tried it, and the gun is still crome. ive made it all white, and the exact same thing happens. ive tried it with a barely noticeable spec in the alpha, same thing. the handle is completly black in the spec and yet the entire gun seems to be coated with one level of specularity. this is the code from my vmt file:
"VertexLitGeneric"
{
"$baseTexture" "models\weapons\hk\USP_Compact_Diff"
"$bumpmap" "models\weapons\hk\usp_compact_normal"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
}
and saved off the normal as dxt5 compression and all that. its like its not even reading the alpha channel of the normal.
Flewda
07-11-2006, 07:22 PM
I've heard that it's a glitch with PS. There is some sort of small .exe type fix online, you basically drag your .tga onto the .exe and it corrects it (or so I've heard). Maybe do some posting in some HL2 forums and find out. Sorry I couldn't help more.
ts-falcon
07-11-2006, 08:12 PM
wow, i finally figured out the problem. for some completly stupid reason my computer was caching the texture files, and when i over wrote them with new ones it was not updating. figured it out when i tried increating the intensity of the scratches and it didnt change in game. half a day of stress and frustration thanks to this fabulous little anomily. :P im redoing the animations and then ill post a small video of it in action as soon as they are done.
ArchangelTalon
07-11-2006, 08:25 PM
That is indeed a very strange problem. HL2/CSS should reload the textures anew every time you start the game up. Or you can press F5 in the model viewer and it'll pick up your new textures.
VonMarsch
07-23-2006, 12:13 AM
Wow. This turned out really nicely! It looks better than the standard guns in CS. 5 stars
ts-falcon
07-23-2006, 12:16 AM
thanks man, a little update also...i have all the animations except the reload done, that one is being worked on. should be able to post a little video soon :D
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