LordNighthawk4 Posted January 7, 2009 Share Posted January 7, 2009 i just asked myself as i viewed the actual bozar models if people really want the barrett instead of the "real" fallout 2 bozar that is addicted to the barrett but "for-fun" modified. i started to do some modelling from the :cough: 164*47 pixel original refpic just to see how the result could look. as long, is has no texture, but it´s a bit modified in size so it could fit the sniper anims to make a machinegun out of it (whatever ppl say what the programmers in f2 had in mind, it´s a machinegun there and it will stay this for me :P ) so long talking, here´s a pic of the actual stat, some comments would be nice if i shall continue or better trash it :P Link to comment Share on other sites More sharing options...
Skree000 Posted January 7, 2009 Share Posted January 7, 2009 HEY I remember that gun, it was sweeet Link to comment Share on other sites More sharing options...
LordNighthawk4 Posted January 7, 2009 Author Share Posted January 7, 2009 yes, it was sweet and it shall be sweet again :P i did the mesh now and started my own try skinning it, but actually i´m not a that way good skinner and it takes me ages to progress, so if someone with much more skill then me could take a look on the mesh (will send it if someone is interested) this might get a nice gun ingame ;) Link to comment Share on other sites More sharing options...
manchy69 Posted January 7, 2009 Share Posted January 7, 2009 vote for "real" fallout 2 bozar!!!!!!!!!!!!!!!!!!!!!! Link to comment Share on other sites More sharing options...
LordNighthawk4 Posted January 7, 2009 Author Share Posted January 7, 2009 well, i´m still trying at the texture myself, a picture with the actual progress is attached.i still hope for some help, a texture artist would be very helpful at this moment for me ;) Link to comment Share on other sites More sharing options...
manchy69 Posted January 7, 2009 Share Posted January 7, 2009 nice texture Link to comment Share on other sites More sharing options...
LordNighthawk4 Posted January 7, 2009 Author Share Posted January 7, 2009 i still keep it up to lure for a more professional texture artist :whistling: Link to comment Share on other sites More sharing options...
Skree000 Posted January 7, 2009 Share Posted January 7, 2009 Looks like a good base texture. From here try overlaying on layers of paint, scum, dirt, grime, grunge, etc. Theres a good texturing tutorial around online that teaches you how in photoshop to reproduce realistic looking painted metal chipped and dinged up surfaces... wherever there is a paint chip there would be a tiny rim of the paint's 'thickness' if you know what i mean, and undeneath would be bare metal, or rust (if you were to say, paint stripes on the gun or something like that) generally scum and grime look good on anything no matter what. Once youve finished crappifying the base texture with scum, desaturate it and play with the levels until you have a higher contrast image, that can be used as your specular (reflection/shiney-ness) map. White = shiney, black = matte. Usually for metallic surfaces we want the specular maps to be bright. Once you're finally done your image you can draw on in photoshop with a pen tool (on a new layer) some black lines or shapes representing grooves or indentations, holes, vents etc. Then run the NVIDIA Normal Map filter (free from NVIDIAs site) to generate a simple normal map after that base normal map, take the crappified diffuse texture with all the scum, throw it in Crazybump or Xnormal to generate a quick high-resolution normal map showing all the contours and damage. Take these two normal maps and using the Overlay blend mode in Photoshop, superimpose one on the other. Flatten your layers Then open the Nvidia texture tools filter once again, pick 'Normalize only' then hit Apply, Ok. This will reduce all invalid normal map color-values to more interpret-able colors which wont cause visual distortions Then you are done ! (well, test your textures in your 3d program with realtime or high quality lighting setups to see if they are working right! Link to comment Share on other sites More sharing options...
LordNighthawk4 Posted January 7, 2009 Author Share Posted January 7, 2009 okydoky. i just had my first ingame test and it...endet a bit strange. as long as the sniper anims fit the best i used them. a small clipping problem and the foregrip i will fix later. the 1st person perspective looks a bit strange with this big box gun in your hand. biggest problem is that i have massivly gloss effect on the gun i somehow can´t get rid of. any ideas? Link to comment Share on other sites More sharing options...
Baelkin Posted January 7, 2009 Share Posted January 7, 2009 okydoky. i just had my first ingame test and it...endet a bit strange. as long as the sniper anims fit the best i used them. a small clipping problem and the foregrip i will fix later. the 1st person perspective looks a bit strange with this big box gun in your hand. biggest problem is that i have massivly gloss effect on the gun i somehow can´t get rid of. any ideas? Try opening the Normal map for the gun and browse to the alpha layer - if this is all white, then you've found the source of your problem. Filling this layer with a greyscale color will reduce the glare accordingly with white being 100% shine effect and black 100% matte. Link to comment Share on other sites More sharing options...
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