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WIP / KR-77 Shock Rifle


sumoftwosins

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Heh, I never fully understand the trouble modders had to go through either, until I did the uv mapping. Not that I thought it was a breeze, just never knew how much of a pain it was.

 

'bout the polys, don't worry about it yet. Generally I'd say for in-game it would be around 4k to 6k (personally I like 7k - 8k, because even for my old single-core computer it's still perfectly "run-able" with all the stuff going on in-game). I'm getting the impression that you did the uv mapping already? If you're going to lower the poly manually later, you could do it with no problem (I personally don't know how to "post-process" that, maybe in the beginning I know how to avoid it), but it you're doing it automated with a program later (program that lowers your poly count for you and doesn't change the look of your model almost at all, and only takes 5 minutes), you might need to redo the uv mapping =/ But it is easier though when you have less faces/polys, so your work generally won't be as tedious as before reduction.

 

Just some FYI ;)

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I started to work on the map, but I figured I'd hold off until the rifle model was finished. I did however do the mapping for the scope since it will not be changing. Right now with the scope and rifle I'm at 9,000 poly's. The scope uses half of that.

 

The problem I'm having is the texture is moving in game. I think it has to do with the replacement process.

 

Here is the improved version with chamfering on the edges:

 

Also here are some reference photos to explain some of the features on the gun. Acog's do not require brackets and levers to be mounted on all weapons. They can be added for use with modular weapons, but the original design of the acog is to be screwed to the receiver. The stock is of the same width of the lower receiver in the case of the Magpul PRS. Not every edge on a firearm is round ;-)

 

http://astraybullet.com/_web/ir_ref1.jpg

http://astraybullet.com/_web/ir_ref2.jpg

http://astraybullet.com/_web/ir_ref3.jpg

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I like the look of it. But it seems odd that the scope is relatively high quality with lots of modelling detail which makes the rest of the rifle seem underdetailed. I'd add some more, flesh out the shapes and stuff, add random detailing that looks cool ahtough it probably has no practical purpose. Also, some wires! :D
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After 2 days, I've finally made some headway with the texture. I still have a lot of detailing to do on edges and seams, but for the most part I have a decent looking gun in the game. Plus I have to figure out the glow map thing. Anyhow, here is the progress:

 

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

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