View Full Version : Texture Help

09 September 2002, 09:50 PM
Hi everyone I just finished modeling this M4 carbine and texturing has never been my strong point.

I really need help, any books, suggestions or tutorials would be great.


P.S. Try and guess which renderer demo I used :p

09 September 2002, 03:23 PM
I can't see your image :sad:

09 September 2002, 07:57 PM
There it should be working now.

09 September 2002, 09:24 PM

just make sure its set to wallpaper size!!

That is the best internet image resource i know.

09 September 2002, 10:19 PM
Hey Ecko, first off, the model isn't bad, but looks like it could still use some work.

If you're done modeling, no problem, but if you want suggestions that way, let me know.

As for the textures. . . make sure you understand what every part is made out of! That's the biggest problem I see with people's guns. Either everything's metal, or Everything's plastic. Neither of which is true.

For the M4, the grip, foregrip and most of the butt are plastic, everything else is metal.

Make sure your metals look like metal, and your plastics look like plastic. In the case of the M4, the metal will probably be more matte than the plastic., as well as lighter in color.

Make sure you put wear on the pieces that would get worn down. i.e. trigger, sight adjustments, muzzle, mag well, etc.

Make sure you put dirt in the cracks and crevaces.

anyway, let me know if you want help with your model.

09 September 2002, 01:37 AM
Hey Tumer,
Thanks for the input, could you tell me how you think i could improve the model?

09 September 2002, 02:12 AM
alright, most of this has to do with the anatomy of the gun. . .
You need to understand what each piece does, so that you can see how it works, and why it's on the gun.

here's a decent view of the left side of the gun (the pic's been flipped, so get over the fact that it should be the right side)

here's the deal. I can never find pictures of an M4/M16 variant, that are decent enough for modeling purposed. Most images giveyou the general idea of the gun, but no details. The details are what make it what it is.

So, I'm going to go over to a friend's house later tonight. He's got an airsoft M4, and i'll get some images of it and post them. Until then, look around the net for detail images. Airsoft guns should provide you with enough of the detail to make a convicing model, so check sites like, and

Anyway I'll try to get those images tonight and post them. is a great site for a lot of info and general images of guns. A lot of which you've probably never heard of.


09 September 2002, 02:14 AM
Also, what are you using this for? is it a game model (from the looks, I hope not) or an animation? just a model for the hell of it?
What's the poly count now? do you care if it goes up significantly?

09 September 2002, 02:35 AM
Well, the model is probably going to end up in an animation if it were a game model, I'd try to keep the polycount a little lower, its around 4000 right now. If the model didn't turn out as good as i would have liked it, I would have just used it in the background or maybe in a high-speed motion part of it where the details wouldn't be all that important. If I get it looking pretty good, I was going to include it in some more close up or detailed shots.

Poly count isn't really a factor right now unless it's really so much that my renderer won't move anymore.

Oh yeah, the reference i was using was directly from the Colt website, its kinda small and I can't get much detail from them, so shots of that airsoft gun would be great. Thanks a lot.


09 September 2002, 08:14 AM
Alright: What follows should be used as referrence for both modeling and texturing.

This link goes to a few PDF's with detailed diagrams about the M16 and it's variants.

The following are images I took of an AIRSOFT gun. This is not a real firearm, but designed to look like one, so don't get freaked out and get me banned or whatever. . .


Hopefully those will help.

Also, your flash supressor needs serious work.
Unfortunately, my friend has modified his M4, so I couldn't get a good shot of the flash hider.

This is close though.
Solid on the bottom, 5 slots along the top.

Anyway, if you have any other questions, or need more help/pictures, let me know.


P.S. I appologize for the blurriness. . . My digital camera has no manual focus, and it was fairly low light, so I did the best I could.

09 September 2002, 08:41 PM
Thanks a lot man, I'll start addinng the little details when I can. That was probably the biggest problem, there aren't enough good reference on the internet. I'll post again when I get the modeling done. I might need some pointers on the texturing later though.

BTW there's some nice work on your website, I like the texture work on Propain.:beer:

09 September 2002, 02:31 AM
Do you think that I can create the ridges on the forgrip with mapping? Or do I have model them in?

09 September 2002, 03:28 AM
again, it depends on the purpose. Most likely, unles you're getting within inches of this thing, you can use a bump. and it'll work just fine. Especially if there's going to be a hand covering most of it at least some of the time.


10 October 2002, 05:30 AM
Ok, I completely remodeled the whole thing from scratch and this is what I have. I know the front sight looks a little rushed, I'm probably gonna redo it and there are a few details missing, but this is where I'm headed.

I don't know where to start with texturing though, so I'm probably gonna need a few pointers.

10 October 2002, 07:02 AM
YAY! Much better!

there's a few more very minor things if you want some more modeling work (not a lot)

Otherwise, in terms of texturing. . . pick a spot. Layout UVs, and start painting.

the reciever is a good spot to start.

Anyway, much better.


10 October 2002, 08:18 PM
Well, I'm trying to make this as good as possible, so if you have any suggestions, go ahead and post them. Thanks again for all your help.

10 October 2002, 08:24 AM
No Problem, nothing major, just little details. . .

The little bump on the top of the back of the stock is a sling slot, and is quite a bit thinner than you have.

The stock is the right profile shape, but it might help you to understand how it works.

The little angled piece on teh bottom, is a rocker arm, which is the release to extend the butt stock. That rocker arm when pressed on the rear side, raises a little metal cylindar (which you don't have) which allows the stock to be adjusted.

the ejection port and dust cover look small. . . but I could be wrong. . . find some good referrence.
The sights on the handle look really good. however the top angle on the handle looks a bit steep.

lastly the charging handle will ride fairly snug to the reciever, (no gap) and on the left side, will wrap around the reciever a bit (the latch)

Other than that, nothing big. . . again, if you're going to use this for anything from medium shots and farther, then the model you have will work just fine.

the details are only something you should put in or adjust if your planning on getting closer than where your renders are already.

Nice work. I'm looking forward to seeing it textured.

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