Tavor Tar 21 revisited **STARTED SKIN**UPDATE**

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
User avatar
SnaFuBAR





Posts: 2515
Joined: Sun Apr 04, 2004 11:21 pm

Post by SnaFuBAR »

sweet, looks really good man!
Image
Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
User avatar
jks




Orb Scorched Earth

Posts: 3549
Joined: Sat Oct 02, 2004 2:29 pm
Location: SPARTAAAAAAAAAAAA
Contact:

Post by jks »

That gun looks awesome, is it going ingame?
Image
HaloMod's Scapegoat�
Patrickssj6




Pi Collaborator

Posts: 5426
Joined: Sat Jul 24, 2004 12:12 pm
Location: I'm a Paranoid
Contact:

Post by Patrickssj6 »

we need to know the poly.who wants to make a contest?who guesses the polycount....my guess is 5000POLYS
...left for good
cooldude5990





Posts: 540
Joined: Tue Jan 20, 2004 12:03 pm

Post by cooldude5990 »

thanks guys
yes it will be ingame
and its definetly not 5000 its only 1600 which is still kinda high
Image
crimson4245





Posts: 714
Joined: Sun Jun 13, 2004 10:31 am
Location: SC, owning flamers in the forums

Post by crimson4245 »

cooldude5990 wrote:thanks guys
yes it will be ingame
and its definetly not 5000 its only 1600 which is still kinda high
LOL pwnt.

dude, i cant believe how you can make your guns so low poly, i mean,
for how good they look. its amazing. :shock: /suckup]

:wink:
rossmum





Posts: 3178
Joined: Mon Mar 08, 2004 12:19 am
Location: in ur forums ownin ur noobs
Contact:

Post by rossmum »

Wow, that is coming along great!
Pie





Posts: 2690
Joined: Wed Mar 10, 2004 8:46 am
Location: Bedford \ Nashua, New Hampshire
Contact:

Post by Pie »

Cooldude, i've come to admire how you work. I'm gunna be honest.

You gun begins as a total piece of crappy garbage, and then quickly mutates into something a hell of a lot better :wink:

I like seeing the progress
Image
Thank You, SHOUTrvb, For This Fantastic Signature :mrgreen:
Sonictag




Wordewatician 500

Posts: 1241
Joined: Sun Aug 15, 2004 11:01 am
Location: England

Post by Sonictag »

Pie wrote:Cooldude, i've come to admire how you work. I'm gunna be honest.

You gun begins as a total piece of crappy garbage, and then quickly mutates into something a hell of a lot better :wink:

I like seeing the progress
It is very interesting to see progression of the model. Especially when you skin it too, When I make my skin I give everything a base color paint first, then go over with base color detail, then add hilights, then add details such as scratches, then finalise the hilights again, then thats about it. I dont think there is any advantage to doing it that way but oh well.
cooldude5990





Posts: 540
Joined: Tue Jan 20, 2004 12:03 pm

Post by cooldude5990 »

Thanks pie
and Crimson why are u sucking up lol

Heres an update
Image

heres the uvw's (please dont steal them and i know i shouldve put it all on one but i thought for a first skin it would be easier on a bunch of maps)
The mag
Image
THe scope
Image
And the barrel
Image
Image
Katarn





Posts: 1638
Joined: Tue Mar 02, 2004 10:18 am
Location: http://www.videotuts.net/
Contact:

Post by Katarn »

bah, wasted space everywhere, what you could've done, is put all the maps on one uv map, but each one in sectors so you can identify easily, barrel in top left, handle in top right, foregrip in bottom left, body in bottom right, something like that. Anyways, the barrel looks good, but everything else needs work.
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
Sonictag




Wordewatician 500

Posts: 1241
Joined: Sun Aug 15, 2004 11:01 am
Location: England

Post by Sonictag »

I think it looks alright, but im not a fan of that metal colour, I think if you made it more chrome, a bit more like the barrel, and put some more brighter hilights on the rest of it it would look good. But so far its a great model, but your unwrapping is making it harder for yourself, You could also flatten map some of those meshes for the most part, then stitch some other verts together.
Waverunner





Posts: 2161
Joined: Sat Feb 12, 2005 4:34 pm
Location: I am pwn-proof.
Contact:

Post by Waverunner »

It really has progressed from the beggining. Look at the first and last picture, it is amazing.
rossmum





Posts: 3178
Joined: Mon Mar 08, 2004 12:19 am
Location: in ur forums ownin ur noobs
Contact:

Post by rossmum »

Katarn wrote:bah, wasted space everywhere, what you could've done, is put all the maps on one uv map, but each one in sectors so you can identify easily, barrel in top left, handle in top right, foregrip in bottom left, body in bottom right, something like that. Anyways, the barrel looks good, but everything else needs work.
Yeah, the other textures need a bit more detail and shinyness... :roll:
crimson4245





Posts: 714
Joined: Sun Jun 13, 2004 10:31 am
Location: SC, owning flamers in the forums

Post by crimson4245 »

cooldude5990 wrote:Thanks pie
and Crimson why are u sucking up lol
lol, i dunno, for some reason, somone started raggin on me and started
sayin I was a suckup... i just like to play along sometimes :wink:
Duncan





Posts: 116
Joined: Mon Oct 04, 2004 10:49 am

Post by Duncan »

love the one with the wireframe skin look. BTW, what lights did you use to render those?
User avatar
Excal




Socialist Pyre

Posts: 1779
Joined: Fri Jan 02, 2004 9:55 am
Location: Bronx, NY

Post by Excal »

That would be a Skylight. Make sure you turn on the Cast Shadows button in the skylight's modifier tab.
Image
Sonictag




Wordewatician 500

Posts: 1241
Joined: Sun Aug 15, 2004 11:01 am
Location: England

Post by Sonictag »

Excalibur wrote:That would be a Skylight. Make sure you turn on the Cast Shadows button in the skylight's modifier tab.
You dont have to if you are using light tracer, in fact it disables that option.
User avatar
Excal




Socialist Pyre

Posts: 1779
Joined: Fri Jan 02, 2004 9:55 am
Location: Bronx, NY

Post by Excal »

I never use light tracer, =\.
Image
Post Reply