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Old 22-09-2010, 07:22 AM   #91
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hulahuga: Thanks! I added some damage, and writing to it. Also tweaked some on the spec map, and on the diffuse of the metal.

update time!
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Old 22-09-2010, 10:27 AM   #92
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Great work as usual, Im doing a thompson myself I was wondering if you could share the references you used.
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Old 22-09-2010, 01:35 PM   #93
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Looks really good!
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Old 22-09-2010, 01:36 PM   #94
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Neat, but what shows on that light side view is that it is extremely flat, so perhaps some tweaks there as well ?
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Old 22-09-2010, 04:02 PM   #95
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Very nice thompson gun. Do u include ur wood reference w/ the specular map?
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Old 23-09-2010, 11:28 AM   #96
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pangahas: Thanks! I'd suggest you to use google for finding references, because collecting the right images for your project is important too, since those images will guide you through high poly stage, and texturing, which are in my opinion are the two most important part of next gen models.
And because of that, you must learn how to collect references! I've only used the ones I found with google.
I also suggest that you use real life references, and not from game or drawing, since those are already "second handed"

Buzzy: Thanks, I'm really glad you like it.

hulahuga: I'll post a close up of the part where the light hits it from the side, since I put there many details, they just got lost because of the scaling of the image. The gloss map helps a lot from "extreme" angles like when the model is fully white because of the angle. But the gun does look flat on the picture I posted, you are right!

E4sY: Sure, I'll post my specular map. I used the word "wood texture" in google, and I found some good stuff on the first three pages. Those are the ones I used, mixed, or blended together. Plus some overlay details, and lot of variation to the color.

I'm working on a head right now, since my eyes kinda gave up on the thompson, so I need to change the rhythm in order to finish it in a way, so I can use the gun in my upcoming portfolio.
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Old 29-09-2010, 01:47 AM   #97
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Also, I am very sorry for no updates. I've been working my ass off but nothing to show. I unwrapped, packed and baked... And this process continues as some things need more texture space. But now I have something to finally show you.

The car paint is pretty much done. I need fresh eye to decide wheter it need changes. Will do that tommorow. Any crits totally welcomed!

For the interior, it has blocked out colors and real texturing will begin tommorow

I am learning tons of new things on this project but last couple of days were pretty frustrating. Stupid unwrapping

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Old 29-09-2010, 07:39 AM   #98
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Its looking pretty cool!

I'd suggest to turn on the lights, since the pictures are very grayish, and there is no pure white highlight in the scene, which would bring the car to "life".

gr8 work!
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Old 29-09-2010, 12:13 PM   #99
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Yeah, you were about the lights. Looking much better now, I guess

I also fixed some shading errors caused by smoothing groups and made the front light UV chunk bigger so it doesn't look so low-poly

I need to make turnable of this since the hghlights are hard to capture with pictures. Expect it by the end of the day :-)

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