[Weapon] APS/Stechkin [WIP]

Making or wanting help making your own asset? Check in here
Post Reply
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

'[R-DEV wrote:SashaSK8;1486285']i suggest you to use refs for scratches, i would make it like here
http://content.foto.mail.ru/mail/photos ... /s-237.jpg
http://content.foto.mail.ru/mail/photos ... /s-239.jpg

use soft brush for these scratches
Yeah sure,am just started.
[R-DEV]motherdear wrote:I would really advice you not tu use photo sourcing for the handgrip plz. also you should never texture without an ao
Am don't forget it,it's just still not added.Am work with that.
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

AO added.God damn,if lay this layer as overlay looks this.
Image
Image
Image
Image
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Weapon] APS/Stechkin [WIP]

Post by dtacs »

That looks really good dude, hard to tell that its fully automatic just by looking at it.
SashaSK8
Retired PR Developer
Posts: 214
Joined: 2008-11-17 12:43

Re: [Weapon] APS/Stechkin [WIP]

Post by SashaSK8 »

looks much better, i would make the scratches brighter by about 20%
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Image
Image

Something like this?
Image
SashaSK8
Retired PR Developer
Posts: 214
Joined: 2008-11-17 12:43

Re: [Weapon] APS/Stechkin [WIP]

Post by SashaSK8 »

yep, looks good now
i'm not sure but probably the scratches will looks better if you'll apply a bit of blur, look at the refs, those scratches looks smoother than your
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Image
Image
Image
Image
Image

Nosferatu chech please.
Image
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Weapon] APS/Stechkin [WIP]

Post by BloodBane611 »

That looks fantastic samogon, nice work!
[R-CON]creepin - "because on the internet 0=1"
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Weapon] APS/Stechkin [WIP]

Post by Wakain »

looking good, can't wait to clear some bunkers with this :p
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Weapon] APS/Stechkin [WIP]

Post by dtacs »

Looks great, I can't think of any way it can be implemented in game though. An alternate selection for the Russian crewman perhaps, or a Militia officer's sidearm instead of the Makarov.
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

dtacs wrote:Looks great, I can't think of any way it can be implemented in game though. An alternate selection for the Russian crewman perhaps, or a Militia officer's sidearm instead of the Makarov.
I don't think so about they pistol can be added as crewman self-defense weapon.The reason for this is - they been makes in low quantity in Soviet Union.All of good guns was buy by SF soldiers.
About Militia - I don't know about this guys,may be some important militia leader have this gun,anyway in post-soviet region this is very valuable guns is TT pistol and APS Auto-pistol.If you know why - check links.

TT
APS

P.S some guys suggest TT for militia faction.
Wakain wrote:looking good, can't wait to clear some bunkers with this :p
Easy dude,it's snipers self-defense weapon :-P
Last edited by samogon100500 on 2010-11-13 17:34, edited 3 times in total.
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

I do like the metal texture itself, what i don't like about the current texture is that the scratches have just been placed and it doesn't seem like there has gone much thought into it, since it is only on the edges and because it is scratched to the extent it is. Also i do not like the wood texture that you have at the moment since it just looks like a cheap copy paste job due to weird highlights and so forth.
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
SashaSK8
Retired PR Developer
Posts: 214
Joined: 2008-11-17 12:43

Re: [Weapon] APS/Stechkin [WIP]

Post by SashaSK8 »

[R-DEV]motherdear wrote:wood texture
it's plastic actually :)
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

[R-DEV]SashaSK8 wrote:it's plastic actually :)
well it still counts. it should not have such an intense highlight, and the photosource looks fake next to the texture.
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
SashaSK8
Retired PR Developer
Posts: 214
Joined: 2008-11-17 12:43

Re: [Weapon] APS/Stechkin [WIP]

Post by SashaSK8 »

i agree
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Image
Image

I find better reference for Grip.So what how?
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

it is much better, from an artistic standpoint i still don't like the photosource since what you are trying to do is to fake geometry and it stands out horribly on angle shot such as the lowest one. that is only being nitpicky though and is something that should be better next time around if you do another.

The scratches still need some loving though to make the look natural.
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

Image

Really I don't know how make metal more realistic.
P.s Why make more details,if scale downed texture is not so detailed?
Image
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Weapon] APS/Stechkin [WIP]

Post by motherdear »

you do not need to make any more details and your metal texture is looking good. i am not sure about your specular yet which might make it look much better when added.
In regards to the scratches atm they are just too uniform and all over every edge. They should have interrupts here and there. Think about it, if you had a handgun and you put it on a table, where would the scratches be, would they be totally uniform like yours or would they be on a few places and spread out more. What kind of environment would damage a handgun to this extent, how old is it. And last but not least, a handgun is much more protected and less used than a rifle (a rifle is long and gets banged on all kinds of stuff, where a handgun is always protected by a holster or similar)

To sum it up, you have textured your handgun like it was a severely banged up rifle, while it should be a protected handgun.
Image

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] APS/Stechkin [WIP]

Post by samogon100500 »

[R-DEV]motherdear wrote:you do not need to make any more details and your metal texture is looking good. i am not sure about your specular yet which might make it look much better when added.
In regards to the scratches atm they are just too uniform and all over every edge. They should have interrupts here and there. Think about it, if you had a handgun and you put it on a table, where would the scratches be, would they be totally uniform like yours or would they be on a few places and spread out more. What kind of environment would damage a handgun to this extent, how old is it. And last but not least, a handgun is much more protected and less used than a rifle (a rifle is long and gets banged on all kinds of stuff, where a handgun is always protected by a holster or similar)

To sum it up, you have textured your handgun like it was a severely banged up rifle, while it should be a protected handgun.
OK,am try do that.
Image
Post Reply

Return to “PR:BF2 Community Modding”