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View Full Version : Still Life: low poly desert eagle - game stuff


xLonewolfx
03-16-2003, 12:39 PM
http://www.deadlok.pwp.blueyonder.co.uk/Render2.jpg

pc - 1500

render - print screen in milkshape

:surprised

JokerMax
03-16-2003, 12:50 PM
nice work man - looks uber real, how big is its texture?

i did one also awhile ago+fictional supressor(!) :) imagine a supressor for DE?!

here you go
http://jokermax.hotbox.ru/de.jpg

my original texture is 512x512
http://jokermax.hotbox.ru/de2copy.jpg

xLonewolfx
03-16-2003, 12:55 PM
looks great

is it photo skin?


the textures are 3 of 512x512 tho it can be cut to 2 there is alot of space wastage

:)

mindrot
03-16-2003, 01:19 PM
damn guys..... these both look mighty fine....

what they gonna be used for?

:beer:

Firegold
03-16-2003, 01:23 PM
the first one is for Ghost Op's

http://www.ghostopsmod.com

big update soon

JonasNoell
03-16-2003, 01:40 PM
Hey, it's nice but I somehow have problems with the skin. While the shiny metal looks very cool on top of the gun, the back (tob right corner) looks kinda boring. You only used one base color, aplied some filters, and so on you know how this works ;) Why giving this part of the skin more outwork?
Same thing for the grip! And around the trigger are some very shiny sharp little areas, which look kinda unrealistic.
Don't understand me wrong, this is really a cool skin, but I'm only trying tips to even improve it.

I know you are skinning for some time now, and you shurely know what you are doing, but maybe have a look on my recently posted tutorials that describe more or less the technic I am doing. It might not offer you too much new information, but well just look ;)


Skinning Metal Part I (http://www.cgtalk.com/showthread.php?s=&threadid=48233)
Skinning Metal Part II (http://www.cgtalk.com/showthread.php?s=&threadid=48236)

Hope I could help, really like this weapon ;)
cANt

xLonewolfx
03-16-2003, 02:17 PM
thanx man
nice tuts :) tho it wont help me

the prob is that its a chrome and its the most illogic type metal
the prob in chrom is to understand what to do not how :) (atleast for me =P)

i usualy dont use fiters and on this skin i didnt use any exept for the grip

the work on chrome is endless =\
but ill try doing what u mentioned

thanx for replaying

JonasNoell
03-16-2003, 02:24 PM
LõneWõlf™: OK it was an attempt ;)

I made a skin for a chrome weapon once, too. You can have a LOOK (http://www.cgtalk.com/showthread.php?s=&threadid=48139) here if you are interested, maybe you find some ideas. If you have any questions feel free to contact me, I know you out of some several german CS boards ;)

cANt

xLonewolfx
03-16-2003, 02:25 PM
2 more shots

http://www.deadlok.pwp.blueyonder.co.uk/Render1.jpg

http://www.deadlok.pwp.blueyonder.co.uk/Render3.jpg

xLonewolfx
03-16-2003, 02:46 PM
here is the maps =\

http://www.ghostopsmod.com/pix/LoneWolf/DEMAPS/DE1.bmp

http://www.ghostopsmod.com/pix/LoneWolf/DEMAPS/DE2.bmp

http://www.ghostopsmod.com/pix/LoneWolf/DEMAPS/DE3.bmp

xLonewolfx
03-16-2003, 02:57 PM
damn dude u wrote alot about texturing

im gonna check everything out im sure ill lern new stuff
THANX

:thumbsup:

JokerMax
03-16-2003, 05:24 PM
great work again :)
I agree, doing textures for highly reflective objects is PITA because reflections actually should move depending on camera and then we paint them in texture they obviously dont,.
Maybe barely visible reflection cubemap in your real-time shader could help
i do it here for our models - it works

JonasNoell
03-16-2003, 05:50 PM
Np mate ;)
The maps are really looking cool, you seem to use the same technic that I do. I just wonder if it is absolutely necessary to have 3 of these 512*512 image files. That would NEARLY make a skinsize of 1024*1024 for the whole weapon, don't you think that's a bit too much? What confuses me that some quite unimportant parts in the skin are absolutely scaled up and some quite important ones are kept very small. Why that?

cANt

[DSmod]Tweak
03-16-2003, 06:00 PM
Well yes it is a very very nice model//skin. But the desert eagle in real life is a horrible gun. It fires like pooh. It's too bad because it is bad ass.

xLonewolfx
03-16-2003, 06:05 PM
bad meshing? lol
dont mind that
but yea it is, i was too lazy to remesh and when this model was done i didnt know how to mesh at all


@ joker
what u mean?

is it something involved with rendering?



:surprised

JokerMax
03-16-2003, 06:13 PM
Yes, it(realtime reflection) is invloved in rendering.
Your game i guess use simple texturing+vertex lighting. Ask some tech guy how to apply/use reflective shader in-game engine for your weapon then adjust brightness of reflection map not to make it too reflective.
BTW i got a lot of feedback that we should not use reflective DE because in military operations they use different black/matee version of DE
like this:
http://jokermax.hotbox.ru/desert3.gif

xLonewolfx
03-16-2003, 06:25 PM
hmm i donno how to render in max
u think u can make a fancy render for me?


and yea i know about reflecting things in military
it turnes u in so its not allowed (military flashback bahhh)

[DSmod]Tweak
03-16-2003, 08:22 PM
Hmm. Most law enforcement officers dont use deagle on the east coast. Deagles are horrible guns but again awsome model//skin man.

If anyone else here has shot a desert eagle you know what im talking about :bounce:

xLonewolfx
03-16-2003, 08:25 PM
it prob too powerfule to handle =P

its a cannon
:buttrock:

[DSmod]Tweak
03-16-2003, 08:55 PM
It's powerfull but not to powerfull to handle, I handle it with ease but the part that sucks is that its so badly made. Lopsided and shoots like shit.:thumbsdow

3D_Mike
03-17-2003, 01:09 PM
Once again great stuff dude ;)

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