Because Mechwarrior
Because Mechwarrior
Can a mechwarrior spin it's guns like it's in a western?
Post #123
I know it isn't the greatest but...also it's my first model so don't expect much
Turning dart launchers into laser pistols with laser pointers 101:
No because that is fucking lame.
now now, don't be jelly
Wow I voice my opinion and suddenly I'm jealous
What
You voiced your opinion in a way that makes you sound like a dick.
How is that gun supposed to fire darts? Or is it purely a laser pistol. If so, why does it have a gas tank?
Many people do that nowadays and get away with it. Besides, I thought it looked fucking lame, and so I said it was fucking lame. Where's the problem?
Hell, ask DICE.
Yeah it's some sort of random sci-fi gun, not sure about the gas tank thingy though. Might make it look like a battery/energy cell.
I am looking at doing some hand animations for a swep, were would I get just the hands view model in the source files, would I have to just take them out of the grenade or something?
Working on a Spas-12:
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Looks really good, going to add the Benneli text later?
The what?
.....the SPAS-12 was made by Franchi, not Benneli
the benneli xm1014 or whatever it is im guessing
Haha... This was embarrasing...
Benneli SPAS-12 would be 1337.
Technically, Benneli bought Franchi, so... but they don't make Spas-12's anymore.
Actually, Beretta bought both of them.
Metal folding stock plz.
If you texture it and such can you make it as a replacement for the spas in hl2?
If you could that would be nice.
On the way, it's far from done.
Maybe. I'll talk to Sparkwire and see if he wants to animate/replace it when I'm done. If not I'd be happy to provide the files for anyone willing to do it instead.
nothing major. just re-skinned the masked robber to look more rioty.
First model I've actually seen through to the end. First time I've made textures too! Its for a little project me and my friend are working on
Started teaching myself how to use Blender about a month ago now, never really done much 3D modeling before that
What do you guys think?
Had to shift a load of work for uni this week, but I managed to make some progress.
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Whoa.
Yeah I know I don't really post here anymore and pretty much just lurk this thread, but I also know that what I've just seen is hot as heck.
That goes for pretty much everything in this thread, you guys rock. I need to open up 3DS again some time and rejoin the party.
bigboss, that headcrab looks really... cripspy? It kinda looks like it has been burned or dried out or something, I don't know if that is what you were aiming to achieve but yeah.
Hey MrBunneh, yeah you're right, this is because I have to use the texture used in the mod Wilson Chronicle and the normal map is really weird (looks like it has been generated from the diffuse with too much small details).
Do it!
Are you trying to seduce me?
Fewes, what is the usual texture res you use for a gun? I use 2048x2 but was surprised by the lack of detail, do you take the approach where you give most surfaces the same space, or do you give more space to the areas closest to the camera and less for further away?
I may be reading that wrong; 2048 by 2 pixels?
I think he mean: "two 2048X2048 textures".
No, he means 2048*2, as in 2048x2048, not 2048x2048*2
Well that makes a lot more sense unless he was textureing a plane; thanks.
Is he walking the dinosaur?
shiron from Legendz
made some wooden pallets and some books/binders today
512 for the pallets, 128 for the books
Depends. Most often I find it easiest to break it up into several maps (though that's not ideal for rendering), and for medium sized rifles I usually want at least 2 1024^2 textures. It depends heavily on how much texture space I can reuse (mirrored parts etc. Sometimes I get away with just one 1024^2 texture and still have it looking great). I usually never go above 2048^2 for one texture map but I sometimes work with 4096^2 just so I can get some nice renders (the revolver I did for instance has a 4096^2 texture, though it's really not that necessary)
And yes, I usually dedicate more texture space to parts closer to the screen or parts that are in plain sight.
Something I have been inspired by recently is how the guns in Metal Gear Solid 3 are made. They have high geometrical detail in crucial areas and avoid circle like shapes in the texture map, instead relying on polygons to do that kind of job. This makes the guns look really good while still having really low texture res.