Page 12 of 27 FirstFirst ... 2891011121314151622 ... LastLast
Results 111 to 120 of 264

Thread: FHQ WIP Thread (contains lots of images)

  1. #111
    Very nice, you can see your detail in your models getting better and better with time :P
    ^^^ Click it... you know you want to... ^^^

  2. #112
    Aimpoint looks great Alwarren. I agree with what Scarecrow said.

  3. #113
    Master Gunnery Sergeant Alwarren's Avatar
    Join Date
    Aug 25 2009
    Location
    Germany
    Posts
    1,121
    Author of the Thread
    I had a bit more time to work on the weapons recently, so here are two new screenshots. This is the new frontgrip and Aimpoint CompM2 in desert camo.


    (click for larger images)

    I also reworked the desert camo on the ACR. Minor weirdness on the brass deflector and on the barrel. Aimpoint front reflection filter is only frontfacing, so it doesn't block view from behind.

  4. #114
    OMG I CAN'T WAIT! Keep it up Alwarren. Quick question though, are the acog scopes going to have a reflex cqb sight on top of them? If not, well, i think you should do that.

  5. #115
    Wow, the honeycombe/killflash looks amazing, nice job.

  6. #116
    Nice work Al,

    found a minor mistake: the flashhiders front isnt textured as well as the front piece of the gasblock. Plus it seems like the ambidextrous charging handle is missin ^^

  7. #117
    Master Gunnery Sergeant Alwarren's Avatar
    Join Date
    Aug 25 2009
    Location
    Germany
    Posts
    1,121
    Author of the Thread
    Quote Originally Posted by Sup3r6F0ur View Post
    OMG I CAN'T WAIT! Keep it up Alwarren. Quick question though, are the acog scopes going to have a reflex cqb sight on top of them? If not, well, i think you should do that.
    Thanks Yes, the ACOG scopes will have a red dot on top. Since you asked for it, here's a picture of the hires version, untextured yet:

    (click for larger)

    EDIT: Hmmm, looking at my reference pictures again, I think the CQB sight is a bit too small.. It needs to be wider, and the base needs to be a bit higher.

    Quote Originally Posted by Scarecrow398
    Wow, the honeycombe/killflash looks amazing, nice job.
    Thanks It's merely a bump map, the thing is a single triangle fan.

    Quote Originally Posted by fluttershy
    found a minor mistake: the flashhiders front isnt textured as well as the front piece of the gasblock. Plus it seems like the ambidextrous charging handle is missin ^^
    Thanks fluttershy Yeah, it looks like there is a texture missing, but it's actually the specular highlight being too bright, making it appear white. I will tone down the shininess of the barrel, it shouldn't be that shiny anyway.
    About the charging handle, all pictures of the ACR I have seen have only one charging handle on the left side, and a small stub on the other side. You can actually move the handle to the other side. I guess I should make the stub at the right side a bit longer, but if you look really close, you can see it

    I also made the charging handle non-reciprocating during normal fire, since that is one of the ACR's features. It will only go back when the magazine is empty, and the bolt will stay open.

    By the way, I tried the ATACS camo you send me, but no matter what I did the result looked greenish, so I reworked my own camo a bit since it looked more desertish
    Last edited by Alwarren; May 11 2012 at 10:50.

  8. #118
    That Acog looks very nice but im still going to be a asshole :P
    Looks like you doctor was based off a knock off?

    Le here is a Doctor example:


    its a seprate sight with detachable 'Wings' to prevent damage when knocked:
    http://www.docterusa.com/_mgxroot/page_10775.html

  9. #119
    Chief Warrant Officer RobertHammer's Avatar
    Join Date
    Nov 24 2006
    Location
    Outer Heaven - near BIS house
    Posts
    3,173
    Alwarren - very nice going , i like that ,but i have suggestions for you

    1. always use quality and proper reference pics , like this site http://www.pixagogo.com/DeicideNBF

    2. you should work on the textures , not just paste Camo on it and done - also make the normal map a little bit more visible

    I hope you understand what i mean and good luck with your work

    There's one place for One Snake and for One BigBoss !!!

  10. #120
    Master Gunnery Sergeant Alwarren's Avatar
    Join Date
    Aug 25 2009
    Location
    Germany
    Posts
    1,121
    Author of the Thread
    Quote Originally Posted by Scarecrow398 View Post
    That Acog looks very nice but im still going to be a asshole :P
    Looks like you doctor was based off a knock off?

    Le here is a Doctor example:
    http://i.imgur.com/NbgvT.jpg

    its a seprate sight with detachable 'Wings' to prevent damage when knocked:
    http://www.docterusa.com/_mgxroot/page_10775.html
    Actually, my CQB sight was based off the Trijicon RMR sight, seen here mounted on an ACOG, not the Docter sight (It's Docter, by the way, not the medic, to be an asshole myself :P)

    ---------- Post added at 14:42 ---------- Previous post was at 14:33 ----------

    Quote Originally Posted by RobertHammer View Post
    Alwarren - very nice going , i like that ,but i have suggestions for you

    1. always use quality and proper reference pics , like this site http://www.pixagogo.com/DeicideNBF

    2. you should work on the textures , not just paste Camo on it and done - also make the normal map a little bit more visible

    I hope you understand what i mean and good luck with your work
    Thanks for the link, and thanks a lot for the input. You obviously have a LOT more experience with this stuff than I have

    I didn't know that web site, I usually look up images on Google Image search. Unfortunately, that more than once turns up Airsoft replicas. For the ACOG and Aimpoint, I went directly to Trijicon's and Aimpoint's web sites for references.

    Texture work is my weakest point. I can't paint even if my life depended on it. I usually try to go with the camo paint and then add things like mud splats, text/serial numbers, and other stuff like that, but my abilities are VERY limited with that. Also, I usually unwrap them automatically with Blender because I paint then with blender as well - with an appropriate weighting on Area, most of the larger areas like the sides of the receiver end up being unwrapped pretty well. Bottom line, though, I don't think I can do much better with the textures

    I am not quite sure what you mean with making the normal map more visible?

Page 12 of 27 FirstFirst ... 2891011121314151622 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •