View Full Version : Object: M16a2 - HL2 MOD Weaponry
nattnewman 08-19-2003, 10:25 PM Hey all,
Although the model isn't entirely mine, I had to do some major tweaking to it, map it and then skin it.
SPECS:
2361 Tris
1 x 1024 Texture Map.
All the best,
Nathan.
M16 MAX Screen Shot (http://worldwidewonders.com/nathan/M16 MAX Screen Shot.jpg)
M16 Texture Map (http://worldwidewonders.com/nathan/M16 Texture Map.jpg)
M16 Render (http://worldwidewonders.com/nathan/M16 Textured Image 3.jpg)
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nattnewman
08-19-2003, 10:54 PM
This weapon is from a HL2 MOD called Operation Shadow Phoenix (http://shadow-phoenix.com)
We are hoping to release it this winter - providing HL2 is not subject to any overwhelming delays.
Any comments would be much appreciated.
Thanks again,
Nathan.
ZiZane of OSP.[SIZE=1]
Oxidus
08-20-2003, 01:02 AM
thats all well and good thats you're working on the mod before the game's release, but I think with the advent of normal maps that you will be offered greater flexibility with the full tool-kit in hand. Right now your models (this one and the others showcased at the website) are all based on the old idea of mapping and skinning at one resolution... it would do you greater good to start making ridiculously high-poly weapons and vehicles to later be LODed down and normal mapped for greater detail.
Its Just a thought.
Oh and yes, I have had experience with mods in the past. Starting early sounds nice on paper but without the tool kit you're really just guessing at specs and limitations.
hanzo
08-20-2003, 01:31 AM
it would do you greater good to start making ridiculously high-poly weapons and vehicles to later be LODed down and normal mapped for greater detail.
I think that would be a good idea, though I think that render of the M16 is good, keep it up..
Tim Deneau
08-20-2003, 04:46 AM
I think Gabe Newell said in an interview that viewmodels are not effected by the LOD system.
I agree with Oxidus though, I would make high poly weapon models and create normal maps. It'll look a lot better and take advantage of the Source engine.
nattnewman
08-20-2003, 10:54 AM
Thanks People,
In looking at the site did you think the other, untextured renders of the weapons we have so far appeared to be detailed enough? As a rule, so far we have been modelling with a view to keep our polycounts lower than all the other HL2 MODs while trying to maintain the same, or greater, amount of detail.
Thanks again, keep the comments coming :beer:
Nathan.
Just in case you liked the M16 :) :
[http://www.shadow-phoenix.com/preview.php?img=Pics/various/wall_1_1024.jpg]M16 Wallpaper[/http://www.shadow-phoenix.com/preview.php?img=Pics/various/wall_1_1024.jpg]
(sorry if the above doesnt work! :shrug: )
Tim Deneau
08-20-2003, 11:37 PM
Using the normal map technique, weapon models would probably be made in upwards of 100,000 polys (varying widely on the size and intricacy of the weapon).
In my honest opinion, I don't think your weapon models look good when compared to the HL2 bink videos. I would just wait another month or two for the SDK, it will explain how to use the engine.
ShadowM8
08-21-2003, 05:43 AM
For HL2 mod this weapons is way to little detailed! Its missiong some major parts to it as well. Come on HL2 gives 2500 max polys to work with use them!
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