View Full Version : M4 Weapon Viewmodel

01 January 2008, 05:58 PM
For which Engine - Source : Zombie Panic mod
Current Polycount - 5800
Max Polycount - 6000
Texture Size - 1024x1024 , 1024x512
Description of background information on piece - FPS Weapon View-model
Where are you looking to receive criticism - texture

Triangle count is kinda high, but will obviously be backface-culled once it's been animated. UV's are pretty sloppy, need to tighten that up next time. Texture is clearly not finished yet too, it's almost there though I think. Rendered 100% self-illuminated diffuse only, will be working on specular maps when I finish the diffuse though, crits welcome.

Insert Render

Insert Wireframe

Insert Texture Sheets

01 January 2008, 02:03 AM
Nice work

welcome to cgtalk

01 January 2008, 03:12 AM
one of the better M4's I've seen recently.

a couple of extremely minor things:

The plate between the buttstock pipe, and the body (slightly different color than the surrounding) is usually about half the width that yours is. In fact, in your wireframe, that last row of polys on the body would be about right for the width.

The area in the middle of the shiny bolt, where there are two holes, is actually flat, not curved, so you could differentiate that from the rest of the bolt if you feel like it.

In the magazine, the bullets are stacked slightly offset from eachother, rather than side by side.

Nice work though.

01 January 2008, 09:14 AM
very nice work.How did you made the highlights on the uvs?Dodge tool or gradients?Im struggeling with my rifle texture :/

01 January 2008, 09:20 AM

Thanks a lot dude, couple of minor details I hadn't noticed/didn't know about, will work on those.

very nice work.How did you made the highlights on the uvs?Dodge tool or gradients?Im struggeling with my rifle texture :/

I used dodge/burn on a lot of the simpler parts just because I'm more used to working with those, but it's a bad habit to get into and I'm trying to stop doing it. For all of the larger/more complicated UV clusters I used white/black brush layers on screen/multiply blending modes respectively.

01 January 2008, 11:59 PM
Looking pretty good so far. I would add some wear on the edges that would see a lot of abuse and silver nicks here and there.

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01 January 2008, 11:59 PM
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