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May 9, 2011
3.3 MB
2295×4175
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Comments: 16
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:iconemaciate:
[link] (turntable)

:) helooe
thats 1184 triangles required for baking -
then probably can go down to 900 when collapsed ,,optimized


i used 3ds max and photoshop- also some help from uv layout to try help packing my unwraps --

i looove that gun, its plenty not made for duck hunt!!XD
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:icondaowg:
Beautiful work
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:iconjamezsor:
Works for me... mind if I copy them?


--
As iron sharpens iron, so one man sharpens another.
Proverbs 27:17
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:iconemaciate:
what? ahaha copy the textures? do you want i mail them ?
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:iconjamezsor:
I was able to download a large version of the file. I'm planning to use this as a reference for a "modified version"... with your permission of course. Thanks in advance.
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:iconemaciate:
no problem at all ! for real! :)
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:iconjamezsor:
Works for me. Mind if I copy them?
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:iconking-worm:
~king-worm May 12, 2011  Hobbyist General Artist
looks pretty cool, though I don't think the brushed metal effect on the body of it is doing it any favors- it's too large and the angle of it just makes it look odd. Would do well to consult some more ref for the surface materials- mostly concerning what one would look like fresh 'outta the box', then take note of high wear areas such as the handle (oils from hands), edges, and around the screws (maintenance)- maybe even hit some of the bits already present with the sharpen tool so they look more like scratches and less like glow.

Don't get me wrong, it's a well executed model and normal bake, just the surface materials don't seem like they belong on that gun.
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:iconemaciate:
!!its always good to watch references more! lol,:D really interesting to see how you did examination into it ! seriously, i barely understand whats going on with diffuse & spec! its a little random how i do things, for the ''effects part, mostly trial and error,,, true tho i should be more coherent on where details are,, ill try to sharpen them :0 thats some good idea!
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:iconking-worm:
~king-worm May 14, 2011  Hobbyist General Artist
As you get further into 3d (and especially texturing) you'll start looking at things differently- separating color, specular, and normals (this got really weird for me when at some point I started pointing out texturing mistakes on REAL objects!).

In reference to metal objects, most of the time the color is actually rather dark, while the specular does most of the bright 'lighting' work. A method I generally do for guns with wear is to make a layer for the actual 'metal,' then put another layer over top of it for the paint (with a very slight drop shadow) and just use a small (1-3 pixel) scattered brush to erase away the 'paint layer'- hit that with some sharpen and it generally gives a nifty result!
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:iconemaciate:
lol! i like you see wrong maps on real objects! XD awesome!
im not there yet,, especially with theee effing specular! ill keep what you told me in mind, trying to make the metal colors darker and sharper details! :)

really thanks for your advised opinions!
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