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[WIP] Double Barrel Revolver! (3d model)

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Created 12 years ago
by pashan
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hey guys,

since there isn't a wip section for weapons or models i am posting this here.

so, i'm modeling a gun;



it is still like 10 - 15 % done.

and imma update this page as i make progress,

after the model is complete, i'm planing to port it to waw, as a working gun (with the help of Rorke)

then i will release it's raw files for u guys.

if u have any thoughts or suggestions let me know,

tried adding texutres but i think i failed, also, the barrels look to boxy,



so imma add more detail now 8)
Last Edit: September 09, 2014, 01:41:17 am by pashan
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Enjoy my 2015 contest map, a simple map with bo1-bo2 features
http://ugx-mods.com/forum/index.php?topic=14968.msg149200#
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Looks nice! But just wondering, how do you texture models from scratch?
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Looks nice! But just wondering, how do you texture models from scratch?

that is the hardest part about making something from scratch.
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Looks nice! But just wondering, how do you texture models from scratch?
You first create a UV map which is basically all the faces of the model layed out on a flat sheet which a texture can then be applied to. You can then generate textures in photoshop using sources like cgtextures and tools like dDo.
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tried adding texutres but i think i failed, also, the barrels look to boxy,



so imma add more detail now 8)
Last Edit: September 09, 2014, 01:31:30 am by pashan
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If it's not to complex, you should "etch" pashan into the side of the gun. That would be cool. Or just some round numbers.
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If it's not to complex, you should "etch" pashan into the side of the gun. That would be cool. Or just some round numbers.

great idea, but i won't  do "pashan" cause what if a person who download the weapon and doesn't want my name to be there. but i will surely do the round numbers.
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Round Numbers on a gun, zombies confirmed!
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tried adding texutres but i think i failed, also, the barrels look to boxy,
you can try to learn how to bake normal maps from a high poly 3d model to use them on the low poly model. spec maps  also help to get rid from that "boxy" felling without using a lot of triangles
btw it looks good to me.
Last Edit: September 09, 2014, 04:29:32 am by jjbradman
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you can try to learn how to bake normal maps from a high poly 3d model to use them on the low poly model. spec maps  also help to get rid from that "boxy" felling without using a lot of triangles
btw it looks good to me.
It's better if you just have the model ready for subdivision and then just bake the normal map from the subdivided model. Spec maps are only for reflections, I guess if you want to make it look curved than that is absolutely positively a 100% fake way to make it look like that. Try the thicken up the texture resolution on the faces that face the player and make sure when you bake the normals on those faces it's as crisp as possible. As for the earlier question on making the barrels look round, post a picture with a blank material applied showing the way the lighting flows along the model.

 
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