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WIP / KR-77 Shock Rifle


sumoftwosins

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Looks like it could use a bipod, a longer barrel and a big assed silencer.

 

I think it's designed as a sort of energy weapon precision rifle, so I think a silencer would be a little awkward as that'd typically be designed into the weapon itself. The Concussion Rifle was more of a energy cannon though, but I like the idea of an additional energy weapon based on different principles than laser or plasma.

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I was considering a bipod, but there isn't any point and the model is already has a ton of polygons and crap. Not sure on a silencer for a energy weapon. The barrel length compared to an actual firearm is a 20" barrel. The overall length of the rifle is around 40 inches. An M4 is roughly 33 inches.
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Got in the game. I have a lot of work to do with the skins. I though in something to just see it in the game. The good thing is this will be appearing in the Merc mod release.

 

http://astraybullet.com/_web/ir1.jpg

http://astraybullet.com/_web/ir2.jpg

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It's a temporary / placeholder. Not the texture that is going to be used for a release. I've got some hires photos from the guns I used here as reference. Right now I'm working on the mapping and trying to determine that crap so I can start skinning it.
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Might I suggest softening certain areas on the gun that would normally not be sharp? Like the grip, etc (You're a weapons engineer, you'd know what parts better than I do :P) Most feedback I got from the guns I've worked on in the past were that they were too sharp around certain edges (most find fault with the grip when it's sharp like that, other areas...they're okay).
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a few things:

 

set the unknownflag of the bsshaderpplightproperty to 1 to remove that environment specular (in nifskope)

 

add more depth variety on the model:

-the hilt/handle/grip shouldnt be a plain block but have some type of ergonomic shape

-the stock should also have a differnt depth than the main gunbody

-the lever locks a bit off (is it the vanilla one?)

-some parts could be less edgy and more round like the bottom for example (bevel maybe?)

 

add a hand guard for the support/forehand?

 

the attachementsystem for the scope looks odd

 

the back end of the riflebody (right underneath the scope, facing the user, where the hammer of a revover would be) should get some detail to make it more intersting in 1st peron view (screws, ledges, rifling, text, a pinup)

 

overall shape is good :)

 

---------

 

as for texture:

 

give different gun parts different materials, wood or plastic fo a stock, dark metal for the barrel, and so on

 

seperate each uv map part and try to avoid overlaying (would create holes during texture baking)

 

add the textures you chose to the map

 

apply the map in max

 

create specular maps and shadow maps, a skylight and whatever you want and render/bake the texture ("render to texture" - watch a youtube tutorial on that if necessary)...

 

take the newly baked teture and add scratches, bumps and the like around the edges

 

you could even create the normal map with the texture baking

 

i hope that helps abit :)

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Is it only going to come in a scoped version? This weapon looks really cool and I want to use it when it's released, but I don't snipe. If there was also an Assault Rifle version that would be awesome. Either way it does look very good, nice work.

 

I was actually planning on doing 2 version: One with the 4x scope and another with a red dot.

 

 

Might I suggest softening certain areas on the gun that would normally not be sharp? Like the grip, etc (You're a weapons engineer, you'd know what parts better than I do :P) Most feedback I got from the guns I've worked on in the past were that they were too sharp around certain edges (most find fault with the grip when it's sharp like that, other areas...they're okay).

 

Yeah my plan is to change most of that. I know nothing of how many polygons/faces/verticies and what not are "too" much for a game. As Jaysus and I talked before, engineering programs don't care about stuff like that. So I wanted to make something simple, get it in the game and gradually improve the model.

 

 

And to Jaysus. Thanks for the tips. There will be a lot of detail work, but I was lost when it came down to the UV unwrap phase. It broke the map into all these tiny pieces so I had no idea what spot when to what area for texturing. I finally figured out how to weld and place the maps together. Took about 4 hours to learn and figure that out. Now I know how much trouble it is to do a model. I've only done textures for people after that was outlined. So I have a new respect for you in-game modelers.

 

Also Jaysus, we talked about porting models from CAD over into max and things. I figured out a perfect way to do it. In SolidWorks you can save/export to an STL file and import that into max and it works perfectly. I tried importing IGES, but half the time faces were missing or in the wrong place. Unfortunately SolidWorks is the only program that I've got that will export to STL, so I don't know if CAD or similar software will. But I thought you'd like to know...

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