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#1 |
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Registered User
Join Date: Jan 2003
Location: CA
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Ghost Sniper
Started work on a derivative sniper model based off of the ghost I made prior. I cut out some of the poly's in the torso and legs. I also widened the soldier's body since sniper's generally wear bulky "ghillie" suits. With the added polys for the camo pattern he's still around 1600 tri's. The camo pattern needs an alpha channel applied so that it looks broken up and doesn't have square edges....I also need to work a little on it's texture (as well has the sniper's arms). But he's close to done.
Quick edit: re-worked the camo a bit....made the tile for the base texture a lot smaller. There's less stretching, but I'm wondering if it looks real. Any opinions? Last edited by Damage_Inc.; 14-03-2005 at 10:35 AM.. |
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#2 |
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No Lamborghinis/Ferraris
Join Date: Dec 2003
Location: The Wirral, UK
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You badly need to work on making those textures look less flat. Pasting the same texture over and over and not even adding any sort of shading. Just a crit, but the arms and legs look tubular, lacking some definition. I do that all the time. Looks in proportion though. just a little bit of work though.
Sorry to be so harsh!!! |
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#3 |
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Join Date: Jan 2003
Location: CA
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Here's a quick test of my alpha map....this is the trick I'll use to hopefully get rid of the squareness of the planes that make up the canvas camo strips on his arms, legs, back, and head. This particular shot is a closeup test of the head area after the alpha map has been applied.
Last edited by Damage_Inc.; 16-03-2005 at 12:30 PM.. |
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#4 |
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Location: CA
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Update: did an alpha test with the entire body tonight....only took a couple of hours to complete. There are a couple of mirroring issues on the back side with the alpha map (most notable is the area hanging between the legs). I'll take care of that tomorrow. Let me know if people think this addressed the flatness/squareness issues with the camo pattern. Thanks.
Last edited by Damage_Inc.; 14-09-2005 at 12:03 PM.. |
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#5 |
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Just had some time so I made and textured his M24 Socom sniper rifle. It needs some camo on it, but the base weapon is done.
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#6 |
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Join Date: Feb 2004
Location: Las Vegas
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Good to see you again Damage: )
I like your concept: ) Im no texture master myself but I do agree with StationMiek about the textures needing some work. But over all the model looks great: )
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#7 |
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Casus Belli
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About the only place the texture needs work is on the ghillie at the top of his head, it's too blurry right now.
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