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Nice, they are very well done. But if you did make the scopes and their insides. I must complain. Especially on the 4x acog look a-like with the blue diamond inside, thanks to the bloom it completely makes it impossible to see the head you're aiming at in the distance. Usually I prefer scopes but in FC3 I mostly stayed on ironsights thanks to the bloom and inaccurate pyramid/diamond sights.
The diamonds and reflex dots in general are particles made by particle (FX) artists. Game designer also has overrides on its size, so that was upto them.Nice, they are very well done. But if you did make the scopes and their insides. I must complain. Especially on the 4x acog look a-like with the blue diamond inside, thanks to the bloom it completely makes it impossible to see the head you're aiming at in the distance. Usually I prefer scopes but in FC3 I mostly stayed on ironsights thanks to the bloom and inaccurate pyramid/diamond sights.
Nice job. I thought the Trophy Knife (as would be it's official name) was one of the prettiest and well thought out models I've seen in some time. Really a beautiful model in-game, and looks much better then most "fantasy"-esque knives/swords etc, as it has some imagination to it.
The weapon design in Far Cry 3 is pretty spectacular, so good job, bud.
I also think the relics look really, really cool. So there's that, too.
Some really awesome work! Couple Q's if you find yourself inclined to answer them:
What was your involvement with the UVing/texturing/shading aspect?
Do you leave, say, the indentations on the barrel of the MS16 or the seam at the end of the stock of the P416 entirely up to the texure artists, or do you make a full-res with all those soon to be bump-mapped details modelled at some point?
What were the limits imposed on you to adhere to when making the weapons? Polygonal or otherwise.
What do you wish you could've added had you been free of those technical restrictions?
Some really awesome work! Couple Q's if you find yourself inclined to answer them:
What was your involvement with the UVing/texturing/shading aspect?
Do you leave, say, the indentations on the barrel of the MS16 or the seam at the end of the stock of the P416 entirely up to the texure artists, or do you make a full-res with all those soon to be bump-mapped details modelled at some point?
What were the limits imposed on you to adhere to when making the weapons? Polygonal or otherwise.
What do you wish you could've added had you been free of those technical restrictions?
Wow these are amazing! As someone who's just beginning to model it's really quite an inspiration! How long have you been modeling if you don't mind my asking?
What programs do you model and texture in?
Thanks! I started 3D modeling back in 2000Wow these are amazing! As someone who's just beginning to model it's really quite an inspiration! How long have you been modeling if you don't mind my asking?
What programs do you model and texture in?3dsmax for hard edge (mechanical) high poly
:D Yeah I don't know why the game designers picked the M133 for a signature version. I love the SPAS12 but I guess it's already pretty fucking overpowered as it is with extended mag and reflex, just dump on an incoming vehicle and see everyone just fall out like Olympic synchronized divers :DYeah that knife was pretty awesome and I was really attached to my SPAS-12 as soon as I got it, so woo! Way to go.
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