berghoff 11 Posted August 31, 2007 That looks fantastic! Share this post Link to post Share on other sites
Shashman 0 Posted August 31, 2007 Not bad.... If you're making a CGI film Share this post Link to post Share on other sites
3k.Baxter 0 Posted August 31, 2007 OTs-14-4A Groza still very WIP cheers! OTs-14-4A Groza....You just got a fan! Awesome work! Share this post Link to post Share on other sites
Sennacherib 0 Posted August 31, 2007 yeah, really nice weapons. but in my opinion (this is just my opinion), the wood is too shiny on the groza Share this post Link to post Share on other sites
3k.Baxter 0 Posted August 31, 2007 yeah, really nice weapons. but in my opinion (this is just my opinion), the wood is too shiny on the groza WIP man, WIIIIIIP... (Work in progress) Share this post Link to post Share on other sites
nephilim 0 Posted August 31, 2007 @sashman... its also nice for games.. and works fluent thx.. just had a run of it in arma... about the shine.. its WIP. but just note that actually this piece has alot of specularity cause it is coated with varnish and isnt raw wood.. Share this post Link to post Share on other sites
wipman 1 Posted August 31, 2007 Hi, WIP = Work In Progress. But... my tag... is: wip . That lasts for: Charles Wipman = Me (yar favourite rebel) so beware with how you use the abreviation of Work In Progress, because sometimes depending on the phrase where it's used... can resoult in a painfull mistake. Let's C ya P.S: Is very sad to see how the world (over all the yankees) use really too much contractions; for everything. Share this post Link to post Share on other sites
mr burns 131 Posted August 31, 2007 Kick ass screens - keep it up! At least we germans appreciate the detail on your work Hi, WIP = Work In Progress. But... my tag... is: wip . That lasts for:Charles Wipman = Me (yar favourite rebel) so beware with how you use the abreviation of Work In Progress, because sometimes depending on the phrase where it's used... can resoult in a painfull mistake. Let's C ya P.S: Is very sad to see how the world (over all the yankees) use really too much contractions; for everything. Man ...... and i thought i was drunk Share this post Link to post Share on other sites
Sennacherib 0 Posted August 31, 2007 yeah, really nice weapons. but in my opinion (this is just my opinion), the wood is too shiny on the groza WIP man, WIIIIIIP... (Work in progress) as i said: this is just my opinion, not a complain even a WIP can be commented (well i suppose ) Share this post Link to post Share on other sites
MehMan 0 Posted August 31, 2007 Yeah, that's why people post here. Sometimes I agree with the comments, sometimes I don't. Share this post Link to post Share on other sites
Mike Hawk 0 Posted August 31, 2007 Hi, WIP = Work In Progress. But... my tag... is: wip . That lasts for:Charles Wipman = Me (yar favourite rebel) so beware with how you use the abreviation of Work In Progress, because sometimes depending on the phrase where it's used... can resoult in a painfull mistake. Let's C ya P.S: Is very sad to see how the world (over all the yankees) use really too much contractions; for everything. Man ...... and i thought i was drunk I've had 4 beers and i have no clue what he just said. Share this post Link to post Share on other sites
USSRsniper 0 Posted August 31, 2007 nephilim Nice OC-14, will you also make different versions of it? With scope, suppressor etc. Share this post Link to post Share on other sites
Commando84 0 Posted August 31, 2007 very beatiful weapons Nephilim! I remember the mercs you made way back for ofp res Anyways these weapons will look very cool in any troops hands Share this post Link to post Share on other sites
3k.Baxter 0 Posted August 31, 2007 yeah, really nice weapons. but in my opinion (this is just my opinion), the wood is too shiny on the groza WIP man, WIIIIIIP... (Work in progress) as i said: this is just my opinion, not a complain even a WIP can be commented (well i suppose ) You are absolutely right, sorry if my message did not come across as a mild defense for the shiny wood. Share this post Link to post Share on other sites
starduks 0 Posted September 1, 2007 front latches F YEAH! Share this post Link to post Share on other sites
MehMan 0 Posted September 1, 2007 Neph makes me cry and feel terribly inadequate. Share this post Link to post Share on other sites
thesun 14 Posted September 1, 2007 Neph makes me cry and feel terribly inadequate. I'm glad I'm not alone feeling like this. Awesome work Neph! Share this post Link to post Share on other sites
BlackScorpion 0 Posted September 1, 2007 Quite a common phenomena AFAIK. Sweet stuff Jen... can't wait to start doubletapping people! Share this post Link to post Share on other sites
eddyd 0 Posted September 1, 2007 im working on hardened aircraft shelter in O2pe Share this post Link to post Share on other sites
MehMan 0 Posted September 1, 2007 Nice shelter! Hmm, realised it only now, but now that the A10 has been released I could make something I horribly want: Mk82s. Played with the wood real quick: Those are not shit stains on the front grip, but "wear and tear". the "" signals that I'll remake that because it looks like somebody smeared shit on it. And before you scream: DESATURATE!, I'm on it. Share this post Link to post Share on other sites
Commando84 0 Posted September 2, 2007 the thompson is looking better and better for every new screen you post of it MehMan! Keep it up! Share this post Link to post Share on other sites
thepiespy 2 Posted September 2, 2007 specular map is just a general term..but there are 2 types of such specular maps. specular power handles the amount of specularity and its basically a greyscale image the specular color handles the color of the specularity. specular color is dependant on specular power hey i was wondering if you'd know if i could reduce the specular power on the BI AK74, one thing that irritated my is that i put a lot of effort in the detail of parts of my retexture but its kind of frustrating to see it glossed over with some one-size fits all specular. Share this post Link to post Share on other sites
Bracken 0 Posted September 2, 2007 Wow, those textures look very amazing Nephilim and Mehman. While i'm at it, do you or anyone happen to have any suggestions on my first attempt at texturing/normal mapping, as I just guessed how to go about quite afew things, and as a result it looks abit strange in places. Have not started texturing any of the normal mapped details yet because I can't get them looking right. Â Most of the detail does not show through (mainly the flatter things) and the hole parts don't seem to be working out quite right. Â I am using the XYZ, RGB ortho way from within blender to generate them (onto flat plane). Â As I understand it, this is object space normal maps. Â Maybe a silly question but, I read that one should probably use tangent space for moving objects, is this the same for arma or is object space ok for a tank? Â Any suggestions and tips are very welcome, as the problems seem to be stacking up at the moment Share this post Link to post Share on other sites
zee-ub00r-assi 0 Posted September 2, 2007 ... feeling depressed and unneeded when watching this thread i decided (for the bazillionst tinme) to restart my uh-1y venom project . i have to say that i have no clue on how to make a proper next-gen game model since i've only been making high poly stuff but high poly seems so ... really unneeded ... so i got a bad conscience when wasting my time with it ... tho it has some really nice results ... however : this is what i got after ~2 hours of modelling and getting back into the flow ... it's not tweaked yet , still has some triangles and stuff .... tho i don't understand why some gamemodels have n-gons ... http://img154.imageshack.us/my.php?image=wipjpegey6.jpg i really would appreciate some tips on game modelling , something like a 15-point list that tells the do and don't's of game modelling ... i know that there should be tuts on the net but i've only found character modelling workshops ... and that would be the next stage ... thx , max ps : im using 3ddsmax 9 32buit student version , polycount can be seen on the pic) Share this post Link to post Share on other sites
Lor 0 Posted September 2, 2007 ... feeling depressed and unneeded when watching this thread i decided (for the bazillionst tinme) to restart my uh-1y venom project . i have to say that i have no clue on how to make a proper next-gen game model since i've only been making high poly stuff [...] i really would appreciate some tips on game modelling , something like a 15-point list that tells the do and don't's of game modelling ... i know that there should be tuts on the net but i've only found character modelling workshops ... and that would be the next stage ... Hi zee, From your post, it seems like you're familiar with modelling techniques already, and just need some direction when it comes to games modelling specifically - so I was trying to find some guides or tutorials for you that approach the topic from the angle of someone who already knows about modelling, but I'm afraid I didn't have any more luck than you did! The best I could find were a couple of normal mapping tutorials. Is that something that you're familiar with? PS: Awesome looking model for the UH-1, that's something we definitely need in ArmA, a good Huey! =D Share this post Link to post Share on other sites