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Published: 2009-02-16 05:59:11 +0000 UTC; Views: 12982; Favourites: 90; Downloads: 3762
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Description
Changed one last time, oh well- This is the textured version. It uses a whopping 9 texture maps all unique and AO baked to their respective mech parts, each map is pretty much "fit" to the size of the mesh, readable of even smallest details is possible and textures are nearly 99% unstretched.
- I'm selling this model (Including AO and Texture maps), interested, email me or pm me. Price is negotiable.
- Made the grip/magazine and lower chassis wider, error on my part, whoops
- Made the fore-grip longer and wider. Reflex scope is optional, as well as fore-grip. The MAIN mesh is without reflex and foregrip. These 2 are just extra meshes (if wanted they can be auto-unwrapped as well
The weapon has 19019 Polygons (with foregrip/aimpoint scope) and is machine unwrapped. Main purpose could be Normal map generation via Melody or xNormal etc. Well i don't have much hope that anyone cares to buy it anyway
All meshes are fixed and no normals are reversed, no nurbs are used etc. It can be loaded as is into a 3d-app of your choice for your own textures etc. All mesh parts are merged on a per-texture map level, all texture maps are 2048x2048 and AO is in a seperate file. (can be baked from the mesh in the app of your choice)
Mesh can be loaded in C4D R10 or R11, or as max file and hence exported to anything that max supports (working textures and uv's in max and advanced shaders in C4D). If its wanted i can export on a request basis via 3dsmax to your format, but i will only guarantee 100% identical results in max and c4d R10+
Ps.: Sorry for the spam with all the subs, THIS [link] is the identical mesh, without textures.
Final, Last submission of this
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Comments: 18
senor-freebie [2009-08-25 08:00:00 +0000 UTC]
Fantastic work. Irony is, while the design itself is quite busy, the large sections of yellow plastic betray this detail by seeming conversely plain.
👍: 0 ⏩: 0
lycan-rising [2009-06-08 13:28:23 +0000 UTC]
did you model everything in c4d? and how did you get the texutres to look authentic?
👍: 0 ⏩: 1
eRe4s3r In reply to lycan-rising [2009-06-08 16:46:45 +0000 UTC]
Educated guess?
I made the textures as procedural shader and baked them on the mesh - then some editing in photoshop but not much of it
Sadly i do not know how to get a weapon texture on one texture map - that goes beyond my skill ;( - so its 8 of em.. very randomly auto unwrapped
👍: 0 ⏩: 1
lycan-rising In reply to eRe4s3r [2009-06-11 15:53:21 +0000 UTC]
that sounds cool but i have no idea what it means.
👍: 0 ⏩: 0
foscus [2009-02-17 22:42:54 +0000 UTC]
well, im still impressed for the shear detail you have put into this model! as for the textures/sctratches meh...has no one ever seen a brand new gun or something? you must all think they get made with scratches? haha. fair enough if this was a game model that was goin to get used, but as far as i can tell its just a normal gun (correct me if im wrong).
👍: 0 ⏩: 1
eRe4s3r In reply to foscus [2009-02-18 01:28:01 +0000 UTC]
Indeed, main point for this is using it as a normal map source for low poly weapon, like with xnormals or Melody
For that, textures are not even required, is just an extra i did.
👍: 0 ⏩: 0
warag [2009-02-16 15:13:51 +0000 UTC]
I must admit im disappointed. I was looking forward for precious texturing work with all kinds of metal scratches and different kinds of materials in one texture map, but now i see the whole rifle in some weird plastic.. It needs the material to be seen - metal must be different from the optics, for example...
Im too strict, i know, but i simply fell in love with texturing process, so sorry for that..
👍: 0 ⏩: 1
eRe4s3r In reply to warag [2009-02-16 21:48:25 +0000 UTC]
Mhh, actually you are right, but not about the scratches its not made of kitchen plastic after all ^^
But yeah, somehow the rubber and metal all look alike, thats definitley not how it looks in realtime.. And the lightning.. well its "sub" optimal thats for sure.
But as for 1 texture map, impossible! You cant mirror uvw's when you use normal maps or baked ao on such a high poly object. and laying out the entire mesh as connected uvw would require you to have some sort of huge texture size and even then everything would still be too low res. Because even then you'd only have a fraction for an entire side and top. a fraction which when given only 512x512 is way too low res to make out the writings and markings. Even crysis has WAY too low res textures on their weapons - [link] Note that the writing is blurred and safety selection unreadable. (I consider crysis weapons to be the limit of 1 texture map skinning) Even the normal map is too low res, throwing compression artifacts on the weapon grips upper texture. Is not what i wanted
What to do, either you make lowish poly weapon with 1 texture map, or you make a high poly weapon where every "face" gets equal resolution. (And hence several maps)
Well I'm still learning this. ^^ good criticism is never bad though though Because you are right, the texture looks pretty meh, mainly because i suck at setting up a decent light setup for this, for some reason
👍: 0 ⏩: 0
Seth45 [2009-02-16 13:31:58 +0000 UTC]
Zuerstmal muss ich sagen das es verdammt gut aussieht und mir auch richtig gefällt, aber ich muss sagen, dass die "Farbe" irgendwie ziemlich matt ist und abgetragen wirkt, ziemlich ungewöhnlich für die modernen Plastikflinten.
👍: 0 ⏩: 1
eRe4s3r In reply to Seth45 [2009-02-16 21:30:37 +0000 UTC]
Ja das war aber auch so gewollt Zerkratzen kann man ja nix bei den Waffen, die sind ja alle Anti-Haft und Stoß beschichtet. Das hätt aber nen ziemlich langweiliges teil ergeben. Also das einzigste was überhaupt sein kann is Nass-Werden und das dadurch entstehende Schlammige zeug das übrig bleibt, allerdings auch Matt
Achja, und die Hülle is nich aus Plastik (jedenfalls nich das was man so kennt)
Realistisch wäre ja auch eine absolut einfarbige Textur mit nem Rauhen Finish. Glaub auch nicht das die in realität die waffe noch ewig anmalen mit camo etc.
Eijo, aber es is wie es is ,p Bin nunmal immernoch am lernen was Texturieren angeht
👍: 0 ⏩: 1
Seth45 In reply to eRe4s3r [2009-02-16 21:44:31 +0000 UTC]
Naja, es sieht auch so schon ziemlich gut.^^
👍: 0 ⏩: 1
eRe4s3r In reply to Seth45 [2009-02-16 23:24:24 +0000 UTC]
Find ich net wirklich Jetzt wo ich ein bissle Distanz habe sieht das wirklich net so berauschend aus, mal abgesehen davon das es nichmal ansatzweise so aussieht wie im opengl echtzeit preview.
Eijo ich mach noch ne letzte Revision und dann werd ich ja sehen
👍: 0 ⏩: 1
eRe4s3r In reply to Seth45 [2009-02-17 12:39:13 +0000 UTC]
Mhh aber warum bist du gespannt Sieh doch nach oben
Ich glaub besser wird es erstmal nich, ich mach erstmal wieder was gescheites, science fiction sachen, mechs raumschiffe oder sowas
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