Gattling gun

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heres another model i threw together for texture practise . i know the design isnt all that great but the main purpose of making this is to practise texturing so bare with me.
gat4zo4.jpg

heres my progress so far
gat8tz7.jpg
 
make the barrels longer for more awesome

still looking pretty good though :)
 
Not really anything to comment on atm but i think its awsome that your doing what your doing with the texture learning. Keep going, i got my eye on this thread.

All i would say is perhaps the barrels are clashing with the barrel holder thing, real dark and real light.
 
small update this time round . i've actually put a bit more into it but its nothing you can notice from the front .
btw stormy the contrast between the barrels and holder is intentional. thanks for the comments.
gat15ti7.jpg
 
only 3 barrels? Add about...20 more THEN its a REAL gattling gun :D

Looks good but a bit to dark, make it shiny so that the enemys get blended by the reflection of the sun (acts like flashbang) so that you can mow them down easier...or something like that.
 
heheh 3 barrels are more than enough as far as im concerned :P.
gat25ec6.jpg

not to sure about how im going to texture the barrel attachments onto the circular base.
 
I think that solid black on the untextred parts us sodding with the contrast, it dont matter really bcause this is only ip stuff.

I would try doing a layer of blue over the metal and just the opacity down to 5% or even try putting the layer to overlay, having abit of color in metal can add alot to the texture.
 
It looks good. I wouldn't bake or paint the highlights in. It makes it look a bit fake and too shiny.

-dodo
 
Yeh thats all I have to say aswell really, make the highlights more subtle. Also if this is for a weapon view model I would focus on the details from the players point of view rather than from an angle you can't see.

Imo it often saves alot of time and gives you more of a chance to focus on the details your going to see, it also helps alot as your optimsing as your building it, rather than optimising when an entire model is complete. Then you can just build something alot lower poly for a view model and use a shrunk down version of the origional view model texture.
 
yeah i actually did take that into consideration but i just wanted to start off with the front portion. as for the highlights i will definitely tone down all the highlights once i start fleshing out the specular and bump maps i work with several layers so it shouldnt be too hard.
 
how is it going ? i want more pictures ! more pictures !!

-dodo
 
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