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#1
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H&K MP5 SD6 Model/Skin & Ingame 56k beware !
Recently i felt like trying out a new skinning method, and i was too lazy to model a new gun so i asked the pro modeler sas.stu if he has any unskinned model that i could try on. He said he had an old MP5 that i could use, but the model was one of his first weapons and sucks in his opinion.
Well, if he says it sucks, that doesnt mean its bad, because he's one of the best modelers and has ultra high standards. So he send me the model and i thought: "hey thats a pretty cool one even though it sucks in his opinion " So i started to skin and heres the not yet final result: imported in DC to check how it would look ingame: (i failed to remove the old mag, looks bit strange) www.planetbattlefield.com/eod/snap1045.jpg www.planetbattlefield.com/eod/snap1044.jpg www.planetbattlefield.com/eod/snap1042.jpg www.planetbattlefield.com/eod/snap1040.jpg www.planetbattlefield.com/eod/snap1034.jpg www.planetbattlefield.com/eod/snap1032.jpg www.planetbattlefield.com/eod/snap1030.jpg www.planetbattlefield.com/eod/snap1027.jpg www.planetbattlefield.com/eod/snap1025.jpg www.planetbattlefield.com/eod/snap1046.jpg www.planetbattlefield.com/eod/snap1047.jpg www.planetbattlefield.com/eod/snap1048.jpg www.planetbattlefield.com/eod/snap1049.jpg www.planetbattlefield.com/eod/mp5.htm *remember that this model is below sas.stu's standard, his newer models are even better* Last edited by Goetterfunke; 23-09-2003 at 10:19 PM. |
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#2
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That looks awesome in and outside of the game.
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#3
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Pretty good.. since when is sas.stu a pro modeller tho? I remember him asking me for advice
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#4
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MAAaaan. Black backgrounds. why do all yall insist on using black backgrounds. all you see is a closter of detail in the middle since the whole outline of the weapon dissapears
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#5
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Wholey shit, that is an amazing model, and skinning job, very nice work.
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#6
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Quote:
About the skin though, it looks nice but it feels to photorealistic for DC, which seems more cartoony imo...the skin would probably look really good in HL2 because most of their skins are really high quality...but that skin is a little to real looking for use in DC...nice job though... oh, and why does it say Planetbattlefield/EOD on the file names...heh...shouldn't it read Planetbattlefield/DC??? Last edited by SensesFail; 24-09-2003 at 01:27 AM. |
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#7
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tbh that m16 isn't a very complicated model.
This is a pro modeler; http://www.threedy.com/showthread.ph...312#post106312 EDIT: the mp5 looks very nice, has a nice dark atmospheric look to it. I especially like the wooden background texture.
__________________
http://www.lastgreatwar.com All these horrible realities began to dawn on me. Here I was, alone in Las Vegas, completely twisted on drugs... Last edited by Incitatus; 24-09-2003 at 02:03 AM. |
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#8
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Sensefail: It really isnt that hard to model guns, the hardest thing is to keep it a good poly/detail ratio so to say. Low poly player models are alot harder and more fun I think.
I guess if a "pro" modeler asked me for advice it makes me superpro ![]() Incitatus: Thats an entire different type of modelling, thats highpoly, games are lowpoly, and you gotto think of different things. |
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#9
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Adequate.
__________________
destroy. erase. improve. |
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#10
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I like. Nice job
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http://www.interlopers.net |
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#12
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Quote:
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#13
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looks pritty good.
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LOVE AND PEACE! I thought what I'd do was, I'd pretend I was one of those deaf-mutes |
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#14
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Quote:
If you look at demo reels sent in to (game) studio's, modeling reels will almost always contain mainly high poly stuff.
__________________
http://www.lastgreatwar.com All these horrible realities began to dawn on me. Here I was, alone in Las Vegas, completely twisted on drugs... Last edited by Incitatus; 24-09-2003 at 11:55 AM. |
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#15
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to explain my last post
EDIT: I'm sorry I didn't read your entire post, I don't mean that you don't know your stuff. I don't know how long you've been doing CG. But I've been doing it for a number of years and I have spoken to proffesionals and there is no doubt that high poly is far more difficult. Whether you're using subdivs, splines or nurbs, the fact alone (neglecting the knowledge you need about the different smoothing methods) that you have to manage far more points and that you can't use primitives like they're used in low poly modeling makes high poly more difficult. For instance In low poly you place a vert there where it would be on the real model, simple enough. In high poly this could lead to garbage when smoothed. You have to always keep in mind 'how do the lines flow' 'where can I risk using a tri or a ngon and not a quad' 'will the tries smooth properly' 'will they deform properly'. There a simply far more factors that come into play when high poly modeling. Look at that headdress, the manmade mesh is so thick you can't see the individual wires (look futher back in the thread, there's a close up). This is a skilled cg artist.
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http://www.lastgreatwar.com All these horrible realities began to dawn on me. Here I was, alone in Las Vegas, completely twisted on drugs... |
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