Model pimpage Thread

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Re: Model pimpage Thread

Postby Black_Stormy on Tue May 15, 2012 9:18 pm

It needs more edging on the mag, put a bare metal texture layer under the magazine texture and then get an uneven edged brush and erase or mask out along the edges. do some scratches across the flat surfaces for more wear. At the moment it looks like you've got some edging there but it is just another shade of orange, hard to see.

Every weapon has to be 50 years old and sent through a woodchipper in games, didn'tcha know?
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Re: Model pimpage Thread

Postby joe_rogers_11155 on Thu May 17, 2012 4:12 am

i wish more bioshock-style weapons could be made. things like metal fists, razor blade launchers, mechanical compound slingshots, magic-based rifles, a severed head that shoots fireballs when the player sticks his fingers up into its brain, wierd things like that. seeing a scar made over and over again just doesnt work for me anymore.
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Re: Model pimpage Thread

Postby Gary on Thu May 17, 2012 4:52 am

And that comes from a guy in the military!

Though, Livewire's SCAR is pretty awesome.
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Re: Model pimpage Thread

Postby Major Banter on Thu May 17, 2012 11:39 am

Gary wrote:And that comes from a guy in the military!

I think that's precisely why he's sick of it!
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Re: Model pimpage Thread

Postby joe_rogers_11155 on Thu May 17, 2012 3:09 pm

i dont want to get too far off topic here but banter and bekey are correct. in a training or combat situation, i carry my m4 and m9 all over the place and it has to go anywhere i go (like the bathroom and the cafeteria for instance). it gets to be a pain. it becomes more of a pain when some dummy loses his weapon - those are sensitive items and if they get lost the whole base gets shut down so they can look for it...

but the most painful thing i can imagine is not having my weapon with me when i need it.

and then when i jump into a videogame like MW3 or BF3 to release the stress of a long day's work, i tend to stay away from weapons like M16 and M9, and lean more towards unconventional weapons like the riot shield (which i have unlocked all the way, VERY FUN) and the SMAW with extra rockets, respectively.

And of course, I'm always a fan of unconventional weapons and really wierd grungy magical stuff. You guys ever play a game called Lo Wang: Shadow Warrior? That's where the shuriken gun and the flaming severed head weapon came from. I would love to see Shadow Warrior: Source one day, lol. Such a great game. It's like Duken Nukem 3D but with a japanese motif and it's chock full of the ultraviolence and secret wall-doors we craved back then.
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Re: Model pimpage Thread

Postby Gambini on Thu May 17, 2012 11:13 pm

You don´t mess with the lo-wang!

I like sword, it´s a personal weapon


I have those and some more lines stuck in my head from times when I didn´t even know what they meant. Shadow warrior, a great game. Too bad I disagree about the weapons, I prefered the multicannon shotgun and the machinegun.
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Re: Model pimpage Thread

Postby Black_Stormy on Fri May 18, 2012 3:20 am

When I was in the army on excersize with some marines one of my mates traded a live grenade for a dudes m4. They didn't give a fuck, it was great. I got some hardcore gear like heaps of sleeping bags and full uniform and shit. I think they liked our stuff more than we liked theirs though. Being in the army didn't affect my opinion on weapons at all. I didn't care for them then and I don't care now.
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Re: Model pimpage Thread

Postby Saxon on Sat May 19, 2012 11:30 pm

Made a low poly Ferfrans SOAR - 3500 polies.
UV'd and AO'd it, currently need to texture it

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Re: Model pimpage Thread

Postby Epifire on Tue May 22, 2012 6:52 am

So I just got into modeling again in XSI, and I now learned some bits of the Rendermapping system. So just to show a preview of something that may or may not go into my Ravenholm mod here is a metal fence prop I have been constructing...

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Because we all get tired of seeing the flat Valve fence alpha textures. This prop is a replacement for the fences up close, cause I get tired of trying to work around not letting people close to the texture version of this in Half-Life 2. I gotta hand a lot of thanks to Black Stormy though, since he really helped and inspired me to get back into this stuff again.
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Re: Model pimpage Thread

Postby Black_Stormy on Tue May 22, 2012 8:53 am

:D looks good man! I would suggest you give it a lod though, that looks like it could get expensive at a distance.
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Re: Model pimpage Thread

Postby Epifire on Tue May 22, 2012 3:59 pm

Black_Stormy wrote::D looks good man! I would suggest you give it a lod though, that looks like it could get expensive at a distance.


I was just thinking that myself. So I gotta find that txt that contains the various QC lines so I know what to use on that.
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Re: Model pimpage Thread

Postby Black_Stormy on Tue May 22, 2012 7:05 pm

Code: Select all
$lod 20 { replacemodel old.smd new.smd }
{ replacematerial old.vmt new.vmt }
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Re: Model pimpage Thread

Postby stoopdapoop on Tue May 22, 2012 7:08 pm

whoa-whoa-whoa

How many polygons is it? there's almost no way that adding an lod model will increase performance, all it will do is waste ram and waste addition CPU cycles.

That model will take less time to render than it takes for the driver to switch states.

Don't take my word for it though, test it out yourself.

Depending on how you've modeled it, that model may actually render faster if you add polygons, too.
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Re: Model pimpage Thread

Postby Saxon on Tue May 22, 2012 7:38 pm

Basically finished my Ferfrans rifle now. The right side of the gun is less detailed, I could probably do more with it but honestly no one will ever really see that side (depending on how it's animated :P).

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Re: Model pimpage Thread

Postby Black_Stormy on Tue May 22, 2012 10:43 pm

Stoopdapoop you're probably right, I just lod the fuck out of everything for the sake of it. More to change to smaller image files than model resolutions. I don't quite understand the adding more polies to make it cheaper to render though, care to explain?
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