Hey guys, long time no see! Seriously. I've been sort of sneaking around these forums for a day or two again, after months of not visiting, and though oh, I may as well post.
I'm working on a revolver just now; it's of my own design, as I go. I'm using reference for functionality, of course, but otherwise, it's all from my head.
I'm going to make it game-res, once I finish the high-poly.
Here's what I have so far! Been working on it on and off for a few days now. Going slower than I'd care to admit, haha.
From a readers' Q and A column in TV GUIDE: "If we get involved in a nuclear war, would the electromagnetic pulses from exploding bombs damage my videotapes?"
Hey Acid;
You're right, physically speaking. But for the purpose of a game model, it's important the edges aren't too sharp, or else it'll bake badly when I'm making the normal map.
Here's a demonstration by the lovely Racer445:
Thanks, Bullet and David. Good to see you guys again!
And here's the Low, all baked out. Some baking errors in spots, but nothing enough to get me to tweak the cage. Started the texturing process; though it is very early on.
3488 tris.
Forgive the missing trigger. I'm a bit, er, trigger happy, with the "Hide" command....
A little more work on the wood, and it should be done.
Here are a bunch of angles slapped together into one image. Again, the "proctor single-action revolver" doesn't exist.
That looks really nice. I can see some faceting around the end of the barrel in the top left image, but I don't know if that's avoidable. Love the textures and the warm gleam.
Thanks guys! Stwert, yes, there's a bit of faceting, but in a game, where this takes up only a small part of the screen, and mostly from behind, it shouldn't be an issue; and if the enemy were using it, it would never be close enough for you to see anyway.
Tweaked the wood a bit, to differentiate it from the metal. Added some damage to the wood, &c.
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