Remington + Shells

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slumber

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Hello everyone. here's a bit of modelling/skinnage for you.

First off, I'd like to state I'm not a modeller; this is the third model I've ever done. I'm a texture artist by trade, so cut me some slack :P

anyway, first off, here's the shells.

shells5ew.jpg


uberdetailshell8bs.jpg


I know what you're thinking: "But shells are tiny and insignificant! what's with the detail?!"
Well, I've always found it annoying when people dont take the time to detail things, just because someone 'might' not see it. When I play a game, I explore and look around, zoom in on small things. I know I would find it impressive if I could read the labels carved in the back of the shotgun shells on the floor. And besides, with todays high-end video cards, fifteen or twenty extra polygons aren't going to make a difference.

And, lastly, the gun. There are some obvious geometry errors that i'm having trouble nixing (like I said, I'm new to the modelling scene) For example, the weird seam above the trigger and the ugliness in the curve of the stock. So, I'll just post a preview for now until I get all this sorted out.

almostgun7bb.jpg


Any comments and suggestions would be greatly appreciated.
 
i like thes skin, bit of a smoothing error on the shotgun. PM me if you have any questions, ill be glad to help you out!
 
sweet, but the "12 GA Made In USA" is coming out, on a real shell its going in. if you understand what i mean ( bad english ) :>
 
Thanks a lot.

Yeah, I can see what you're saying garfield. The problem with indentations and such being done in 2d, is that depending on the angle of the object compared to the lighting of the scene your image can either appear inset or extruded. It's a trick of the eye that can totally kill a skin if you dont watch out.

@redhollowpoint: yeah, definately. I'll PM ya'
 
yes but here you can see that there is a shadow "under" the text and that makes the eye belive that its extruded.
 
Looks like the wording on the end is going in to me...

Making the shells 12 sided would have been more then enough for high detail, you passed high detail long before 18 sides.

(By the way, it's spelled "gauge" not "guage".)
 
It's actually not a shadow under the text, it would be the inner shadow created when light hits an inset. Maybe if i lightened up the shadow a bit it, or the inset itself.

I know what you're saying. If the shell were rotated where the text was at the top, it would look right because of the lighting of the scene.

Perhaps if I showed the actual skin you could see better.
shellmapprev8uy.jpg
 
that texturemap is WAY to big for just some shotgun shells ...
should be 64*64 or something like that ... :o
nice skin though
 
@simon: I do indeed agree. This isn't for any game implementation, as I'm notcurrently involved in any projects. This is just for fun. If I were to take it into an actual game environment, I'd probably shrink it to 256x256 or something.

@red: hehe. Thanks a lot. I just learned naturally. It's not quite like 3d, where there are so many things to overcome and learn as far as the technology. 2d work is more focused on artistic eye and talent. With 3d, you really have to know your technology and tools and be able to have a good eye for detail, but you don't necessarily have to be an artist. For example, a friend of mine is an amazing modeller, but can't draw for shit. On the contrary, I am good with two-dimensional art, but I really suck with polygons.

It's just a fair trade, you have to find what works best for you.

I've only picked up 3d in the past few months, I've been working 2d for years.

@sir phoenix: Yeah, I suppose it was a bit of an overkill, but polycount wasn't a major issue. I'll keep that in mind though.

@evil milk: thanks a lot. Honestly, the reason it says that instead of something realistic is because I couldn't find a photo close-up enough to read what shells actually say (I know nothing about guns). So, I just added that. :)
 
Hey, slumber, are you looking for a mod? :D We could need a man like you.
 
slumber said:
@simon: I do indeed agree. This isn't for any game implementation, as I'm notcurrently involved in any projects. This is just for fun. If I were to take it into an actual game environment, I'd probably shrink it to 256x256 or something.

@red: hehe. Thanks a lot. I just learned naturally. It's not quite like 3d, where there are so many things to overcome and learn as far as the technology. 2d work is more focused on artistic eye and talent. With 3d, you really have to know your technology and tools and be able to have a good eye for detail, but you don't necessarily have to be an artist. For example, a friend of mine is an amazing modeller, but can't draw for shit. On the contrary, I am good with two-dimensional art, but I really suck with polygons.

It's just a fair trade, you have to find what works best for you.

I've only picked up 3d in the past few months, I've been working 2d for years.

@sir phoenix: Yeah, I suppose it was a bit of an overkill, but polycount wasn't a major issue. I'll keep that in mind though.

@evil milk: thanks a lot. Honestly, the reason it says that instead of something realistic is because I couldn't find a photo close-up enough to read what shells actually say (I know nothing about guns). So, I just added that. :)


I definately agree with that, i have never had a problem when it comes to 3d modelling, it was always texturing that just made me pull my hair out.
 
@recoil: sure, PM me with more details.

Also, to any other mods out there, I'm available if you're interested in a texture/skin artist. Just PM me.
 
good lord man, your like friggen bungie, who put hippo's on the shotguns shells in halo.
 
Hehe.

I didn't know about that hippo thing, not much of a Halo fan. I looked it up on google, pretty funny stuff.
 
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