Also the XSI plug in for 3DSM does kind of make it a bit unstable.
I hate modeling hi-poly heads in MS3D...
I love how his feet are conjoined.
I'm well aware of that.
Came back to work on this with new stuff I learned, not sure where to go in terms of textures, any ideas guys?
I agree w/ Prototype. Maybe have the white metal shiny and cromed, and the black is some rough brushed metal?
and maybe this is just my own preference, but it would be nice to see a hint of the barrel protruding out the front
It's been so long since I last worked on modeling (end of 2010). I finaly came back last week and decided to help Wilson Chronicles for the last time.
I had to use a model(and its textures) based on Kleiner as base, and turn it into a zombie from the half-life universe.
I am proud of the result but I think mdl viewer is not good at rendering models nowadays. I'll probably post my first render on Marmoset toolbag once I've the legs and torso done so stay tuned :).
Edit: For those who have never heard of Wilson Chronicles just check this link: http://www.moddb.com/mods/wilson-chronicles
How about giving it some bright blue LED lights or something
I know you meant literally cool colors, but I don't know what other cool colors you could use. Grays and blues aside :V
Apologies if this is not the right thread for it, but I've been following these tutorials: http://www.youtube.com/watch?v=L-0oMaSNi0Q&feature
And holy shit I never imagined modelling to be so easy, and FUN!
Now I am at the point where I am satisfied with this one Mosin M1895 Revolver I made, and I follow the tutorial's way of wrapping it and baking an Ambient Occlusion texture for it, the thing is though: It only textures the grip, trigger, and barrel of the model.
Unwrap the rest how you unwrapped what you did already, try and apply what you learned through the tutorial to other parts of the model, try and hide all possible seams (although at times it's impossible) Remember that the relax tool is your best friend and if it act's weird, flip what you have unwrapped either horizontally or vertically and then try to relax it again.
If you're going for a portfolio piece give the whole weapon an even pixel density and use something like a 2048 map (although a 1024 might do it justice), otherwise, if it's going to be for a game you want to give the most UV space to the parts which are closest and most visible to the player.
Stick with it, the more you mess with it the better your understanding, you're making good progress so far, much better than my first few attempts.
No idea if this will help, but this is something I unwrapped recently, you want it to look something like this (even though mine isn't perfect)
I'm hoping I'll get this neat-o Ambient Occlusion bake going so I can see how it'd look with proper shadows on the texture.
I'm still getting the hang of Blender, but modelling was much more fun than I could ever imagine and I want to keep doing it to learn more techniques and improve.
Please give me some cc on the diffuse texture. Currently it is diffuse only no spec maps or bump maps etc. I'm not the best with photoshop but trying really hard :P.
Clay render (shown earlier):
Awesome, looks really good.
Nagant 1895: designed by Leon Nagant
There is no such thing as a Mosin revolver. The only firearm Sergei Mosin designed was the 1891 rifle.
That, on the other hand, would probably take me 12-20 hours, and most of that would be time trying to figure out what was where. The huge amount of uneven and curved lines would take more time to draw on edge highlighting and scratches, buts and pieces of gun are everywhere, and it'd take a great deal of care not to overlap and end up in another part of the texture.
More power to you man.
In brighter setting working on spec map I could really use some help if someone would be will to help me on my spec map.
I still stand by my earlier statement; It's awesome!