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Mong0ose  |
Uber Modder | Member since: 12.05.2008, 18:33 | Posts: 1380 | Location: UK |
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Post Topic: [High Poly] Combat Knife Posted 11.01.2010, 23:36 |
Hey all,
Taking a break from unwrapping the Cheytac (hate uv work!) and made a start on a new combat knife
As before I'm making a high poly version of the weapon, baking out a normal map and mapping it onto the low poly
Knife high poly & low poly is done (low poly is 750 polies)
Feedback appreciated as always
Mong0ose
Last edited by Mong0ose on 17.01.2010, 05:19, edited 2 times in total.
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flyingoby55  |
Trainee | Member since: 30.07.2009, 17:15 | Posts: 160 | Location: Netherlands |
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Post Topic: Posted 11.01.2010, 23:37 |
Nice models! Would ove them to see them textured
If sex is a pain in the ass, you're doing it good!
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alfie  |
Skilled Modder | Member since: 26.04.2008, 13:07 | Posts: 691 | Location: Belgium / Croatia |
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Post Topic: Posted 12.01.2010, 20:46 |
Will you release this for crysis?
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Mong0ose  |
Uber Modder | Member since: 12.05.2008, 18:33 | Posts: 1380 | Location: UK |
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Post Topic: Posted 12.01.2010, 23:16 |
Yeah the intention is to release the kriss, kimber & combat knife to the community
Also working on a quick tutorial to cover my high poly & low poly workflow
Mong0ose
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Xigmatek  |
Hardcore Modder | Member since: 30.08.2009, 03:52 | Posts: 912 | Location: Crysis Cyber Space |
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Post Topic: Great Posted 14.01.2010, 03:35 |
Nice work Mate.
You use Subdivs on this to?
BTW? what Shader do you use on your stuff.
And your using Max 2010?
Last edited by Xigmatek on 14.01.2010, 03:36, edited 1 time in total.
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Radcliff  |
24/7 Modder | Member since: 20.08.2004, 03:21 | Posts: 3798 | Location: On the internet leechin' your bandwidth |
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Post Topic: Posted 14.01.2010, 03:38 |
Most high-poly models use subd's, that's how they get their insane detail and polycounts.
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Mong0ose  |
Uber Modder | Member since: 12.05.2008, 18:33 | Posts: 1380 | Location: UK |
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Post Topic: Posted 14.01.2010, 03:40 |
Yeah mate i use sub-d & mesh smooth modifier for the high poly
Shader is just a standard raytrace shader with a few omni lights around the model & a skylight, rendered with mental ray & FG
Mong0ose
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DeltaFart95  |
Experienced Modder | Member since: 25.03.2009, 22:19 | Posts: 433 |
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Post Topic: Posted 14.01.2010, 04:42 |
Dude, smack a rail of some sort to that thing and get us some red dot sights on that thing haha  Weaver rail on the slide would be cool haha
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Mong0ose  |
Uber Modder | Member since: 12.05.2008, 18:33 | Posts: 1380 | Location: UK |
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Post Topic: Posted 15.01.2010, 00:09 |
Quote: Originally posted by DeltaFart95Dude, smack a rail of some sort to that thing and get us some red dot sights on that thing haha  Weaver rail on the slide would be cool haha Nice idea, might give that a try Have baked out normal & ao maps for the knife, here's some screenshots of them applied to the low poly mesh (750 polies). Pretty happy with the results. Apologies for the lack of AA, just the way it's displayed in the view port. Textures are 2048 x 2048 Mong0ose
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The Vulture  |
Media Support | Member since: 30.07.2008, 00:36 | Posts: 3756 | Location: Sthlm, Sweden |
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Post Topic: Posted 17.01.2010, 14:36 |
Meh, where's the Kriss? Don't get me wrong here, it's looking good, it's just that you always seem to start up new stuff before completing something else... Why don't you focus on one model at a time, release it, and then show us something new? Feels like you're spitting out models just for the 'OMFG!!!!' and the 'Amazing!!' comments sometimes.
Anyway, since you already started this thread, I might as well contribute; The model is of course looking great, and it would be great fun using it in Crysis if you're actually planning a release.
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Stromberg90  |
Beginner | Member since: 14.11.2008, 21:56 | Posts: 76 | Location: Norway |
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Post Topic: Posted 17.01.2010, 14:44 |
Looks realy great  Love all the models you have made lately
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Mong0ose  |
Uber Modder | Member since: 12.05.2008, 18:33 | Posts: 1380 | Location: UK |
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Post Topic: Posted 17.01.2010, 14:46 |
Thanks Vulture,
Im working on this, the kimber, the cheytac and the kriss in parallel, they all form part of a set that i want to release. At the moment they are all at different stages (rigging, tecturing, modelling etc) so i have a few on the go ay any one time so i dont get bored, or can switch between projects if i get frustrated (which i am with animating the kriss!). All of them will be finished & thanks for the feedback
Mong0ose
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The Vulture  |
Media Support | Member since: 30.07.2008, 00:36 | Posts: 3756 | Location: Sthlm, Sweden |
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Post Topic: Posted 17.01.2010, 15:56 |
Ok, sounds good. But if you're making an assets pack, maybe make one thread including all assets that you're working on and going to release? It'd be easier to find your assets by doing this, as well.
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.BAD.Ronin  |
Skilled Modder | Member since: 14.03.2008, 22:21 | Posts: 792 | Location: Georgia |
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Post Topic: Posted 19.01.2010, 06:43 |
So.....you are releasing these seperate from CR? These arent attached to a mod? How delicious!
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<<>>_52RUS  |
Beginner | Member since: 11.04.2011, 19:15 | Posts: 1 | Location: Russia |
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Post Topic: Posted 11.04.2011, 19:26 |
Guy how to unistal this MOD?
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