Yeah 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.
: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 :D Also, DAT AMR single shot through the engine block :D
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?
Thanks! I started 3D modeling back in 2000Â Â @Phoenix778m said:
What programs do you model and texture in?
3dsmax for hard edge (mechanical) high poly Zbrush for organic high poly 3dsmax for low poly, optim, uv 3dsmax and xnormal for bake passes Photoshop for textures, zbrush for polypaint, 3DCoat for low poly texture painting
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?
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?
Hey thanks! The entire creation process is done by me, which is: Â
Concept & Functionality research: For weapons like the flamethrower, which in its case is inspired by the LPO50, but we needed an ammo/canister based weapon, so I create the concept on the fly as I model the high res. I typically work with animators during this phase to come up with interesting things to animate (Like the locking/reload functionality on the flamethrower) High Poly model, Low Poly game model, UV set Bake HR->LR for N, AO, Curvature, etc, Rigging and weapon setup for anim and physics/col/attachment system, Integration and engine archetype setup, Textures and materials, LODs / LOD Splits / Optim, Polish
As for limitations, we set up our budget based on the PS3 and its memory, which for weapons is 6MB, nowhere near other shooters. Polycount for first person models is typical i.e. maxed at 10,000, however there is a drastic drop in polycount for all weapons not in your hand (75% drop). Texture sets on console are 512x512, which is pretty tiny for an FPS weapon, 1024x1024 for PC. On the other side of restrictions, because our engine is differed, we have a limited amount of material types and functionality.  What I wanted to add if we didnt have Open world FPS restrictions: -Texture Size -Material complexity -Spec Color
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?
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.
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.Â
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.
@warxsnake: I'm pretty fucking happy you decided to go with the short barrel variation on the SPAS-12. I always thought it looked cooler and way more badass.
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