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Author Topic: WIPs - Valmet 62  (Read 5375 times)
Sirren
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« on: May 28, 2009, 09:08:33 PM »

It was years since the last time I attempted a weapon...
This is the first and probably last firearm I'm making for a loong time..
Anyway, it's kinda WIP but it can be used for inventory shots- or at least I think.


* Valmet_62.png (33.96 KB, 503x244 - viewed 584 times.)
« Last Edit: November 11, 2009, 09:48:35 PM by Gaspard » Logged
qubodup
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« Reply #1 on: May 29, 2009, 12:31:27 AM »

It looks pretty good, but the thing with the holes in it is too shiny I think and the holes are too obviously painted.
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shrew81
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« Reply #2 on: May 29, 2009, 04:52:38 AM »

yeah, the holes do look painted, but the rest of the weapon looks awesome, if the object the holes are painted onto is supposed to be a handguard, then you could just take them out and it would look great. (makes me jealous Cheesy)
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Sirren
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« Reply #3 on: May 29, 2009, 12:27:31 PM »

Holes are actually an alpha, I added a cilinder inside.. That's what's shining.
Now I simply need a low poly version to be rendered with my characters.
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maximinus
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« Reply #4 on: June 01, 2009, 02:07:12 PM »

Lower barrel looks a little strange but otherwise good work. certainly good enough for the inventory.
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mvBarracuda
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« Reply #5 on: June 02, 2009, 04:47:28 PM »

Looks really nice Sirren! Why using a low poly version for the character model? Any advantages of this approach considering that we don't really need to care about polycount using a 2d engine?
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Sirren
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« Reply #6 on: June 02, 2009, 06:34:42 PM »

Well, polycount and texture size always require a render time toll.. With ambient occlusion on a single frame requires some time.. Actually it's a kind of experiment to see if a second model is worth the candle: if a frame requires 1,5 second to render with lowpoly and 1,6 with higpoly then it's not worth it IMHO.
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