[Task] MP7 Aimpoint

Discussion pertaining to the PR Norwegian Forces faction.
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halvor1
Posts: 1017
Joined: 2007-03-11 18:29

[Task] MP7 Aimpoint

Post by halvor1 »

Hi there currently we have no one to do this so if there are any volunteers please reply on this thread!
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: [Task] MP7 Aimpoint

Post by KP »

Think the Germans might have the MP7 done, and I have the Aimpoint CompM4 if that's the one used on the MP7.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Task] MP7 Aimpoint

Post by halvor1 »

[R-MOD]KP wrote:Think the Germans might have the MP7 done, and I have the Aimpoint CompM4 if that's the one used on the MP7.
well that is perfect then Kp get on msn :P Long time no see :P
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Task] MP7 Aimpoint

Post by single.shot (nor) »

mp7s are teh 1337. which kit? crewman?

20 or 40 round mags?
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Task] MP7 Aimpoint

Post by Scot »

MP7s are indeed awesome! Come on Norwegians!!
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azn_chopsticks_boi
Posts: 898
Joined: 2005-08-22 13:14

Re: [Task] MP7 Aimpoint

Post by azn_chopsticks_boi »

single.shot (nor) wrote:mp7s are teh 1337. which kit? crewman?

20 or 40 round mags?
20 rounds
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: [Task] MP7 Aimpoint

Post by jbgeezer »

Scot wrote:MP7s are indeed awesome! Come on Norwegians!!
Indeed :D
Live by the sword, die by the sword...

Ingame:G-LockCobra
http://www.youtube.com/user/sotemot
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Task] MP7 Aimpoint

Post by single.shot (nor) »

zwenty rounds, are the best way to go aesthetics-wise!


can i see a render once u get the model pls?
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Task] MP7 Aimpoint

Post by halvor1 »

WIP pictures, texture is done by Garyosavan! As you see the texture is almost done. Need some more details, after that its ready to be exported :)

Enjoy
Last edited by halvor1 on 2009-08-31 17:33, edited 1 time in total.
azreal64
Posts: 188
Joined: 2008-02-10 20:21

Re: [Task] MP7 Aimpoint

Post by azreal64 »

ooo shiny
Retired Forgotten Hope 2 Developer
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: [Task] MP7 Aimpoint

Post by jbgeezer »

ooooo I like it :D
Live by the sword, die by the sword...

Ingame:G-LockCobra
http://www.youtube.com/user/sotemot
azn_chopsticks_boi
Posts: 898
Joined: 2005-08-22 13:14

Re: [Task] MP7 Aimpoint

Post by azn_chopsticks_boi »

nice :)
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Task] MP7 Aimpoint

Post by single.shot (nor) »

ÅÅh! jævlig deilig modell der hallvor.

sweet model
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Task] MP7 Aimpoint

Post by halvor1 »

Update
Last edited by halvor1 on 2009-08-31 17:33, edited 1 time in total.
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Task] MP7 Aimpoint

Post by FastWinston »

Colors makes it look kinda OFP-ish, but really nice anyways!
Polka
Posts: 6245
Joined: 2007-07-08 14:18

Re: [Task] MP7 Aimpoint

Post by Polka »

Yeah....Looks a bit f'd up.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: [Task] MP7 Aimpoint

Post by hiberNative »

when it's a tad darker and got some sharper textures it'll be great.
-Image
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Task] MP7 Aimpoint

Post by Z-trooper »

Whoever is skinning this should be really careful of painting light (highlights and shadow areas) on there. Its a really really bad habbit for texture artists. There is a whole texture map dedicated to give it dynamic light shading which is a big part of giving material definition to the texture (specular map).

So the base texture should be really simple, a base color almost, some scratches (I guess), dirt, the markings and symbols, small rivets, dents and stuff like that. Besides that the color/diffuse map should hold nothing else. Normal, specular and alpha maps can make stuff look really great and should be utilized so it can reach PR standards.

Besides that it looks a bit like its been photo sourced from a low res image :/ I'd suggest making the textures from scratch.

I could be mistaken and its just a bad render/render set up, in which case I appologize and suggest just taking a screenshot from the viewport (which is better anyway)

Another good tip of giving the texture a bit better look is to run it through a quick sharpen filter as the linear interpolation methods used by modern game engines tend to blur textures quite a bit.

Just some advice. Keep it up.
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"Without geometry, life is pointless"
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