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[WIP]Sako TRG-42[Free Hat!!!]
http://www.cdg.net/forums/viewtopic.php?f=19&t=51861
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Author:  Darkstorn [ Sat Mar 22, 2008 11:36 pm ]
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Almost done, yay. Soon i can focus on the wear part a bit more. :)

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Author:  SnaFuBAR [ Sun Mar 23, 2008 1:35 am ]
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:shock: ...woah! i love it

Author:  Twasta [ Sun Mar 23, 2008 3:10 am ]
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Those scratches look wonderfully oldskool :)

Author:  Darkstorn [ Tue Apr 08, 2008 4:39 pm ]
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Getting there.

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I'll be needing some help on how to create normal maps. Specifically, i plan on drawing separate normal maps for it rather than just turning the textures into it.

Then i also need to remind possible compilers that i'll be requiring a brand new one. As the TRG model i have is less buggy(at some point between me sending the models to Lama and getting them back some odd things happened to it), but i also changed the smoothing somewhat. Others who've released stuff for this so far might also want that one instead.

Then some additional info, i started texturing Kimono's SN3 scope for this. I was going to model it before myself but i got lazy. Although his UV's have some _seriously_ annoying flaws, which i can overcome if i use a shadowmap as a guide though.

And i'll probably also do the solid stock but that version might be saved for later, as not to release all the goodies with one release. :P

I'll also do several color variants, including different schemes for the barrel and bolt. Also, i won't texture the knob on the bolt at all, i plan on that being done with the engine instead as otherwise it'd look plain stupid like every other such knob before it. :P

Author:  NeoShroomish [ Tue Apr 08, 2008 4:52 pm ]
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depends on what you want to do, only real way of adding any large detail or smoothing out the model is by using this method, but if you just want low scale details (texture etc) then just mess around with the nvidia filter

Author:  Darkstorn [ Tue Apr 08, 2008 4:57 pm ]
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Yeah i want small details like the thing on the scope for example, but also in some cases smooth it out slightly in places. Not nearly the entire model though.

And i believe it's just as possible to draw as good(or better) normal maps as the original method. All it takes is skill and time however. :)

Author:  Lain [ Tue Apr 08, 2008 5:10 pm ]
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Darkstorn wrote:
And i believe it's just as possible to draw as good(or better) normal maps as the original method. All it takes is skill and time however. :)


What is said method?

Author:  Insulaner [ Tue Apr 08, 2008 5:12 pm ]
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If you have the time, to learn how to draw (Am I understanding this the right way? DRAW?) a normal map, than you can as well learn how to do a high-poly. It's not just taking skill and time, learning how to literally create normal maps in PS is just like learning how to create a great low-poly model with notepad.

Author:  NeoShroomish [ Tue Apr 08, 2008 5:13 pm ]
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Darkstorn wrote:
And i believe it's just as possible to draw as good(or better) normal maps as the original method. All it takes is skill and time however. :)

I really doubt it. It might be possible, but would it really be worth the time and effort? Besides the fact that it's completely backwards, you'd end up with small inaccuracies (painting) versus having a computer calculate the normals for you from a "perfect" surface (baking).

e/ referring to smoothing out the model here, doing stuff like screws is probably easier in ps

Lain wrote:
Darkstorn wrote:
And i believe it's just as possible to draw as good(or better) normal maps as the original method. All it takes is skill and time however. :)


What is said method?

NeoShroomish wrote:

Author:  Darkstorn [ Tue Apr 08, 2008 5:59 pm ]
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NeoShroomish wrote:
I really doubt it. It might be possible, but would it really be worth the time and effort? Besides the fact that it's completely backwards, you'd end up with small inaccuracies (painting) versus having a computer calculate the normals for you from a "perfect" surface (baking).


I didn't really mean it _any_ further than just that it's possible. :P

I actually know of the real method of doing normals from a high poly mesh but i was specifically asking on help on how to create as accurate as possible ones by drawing;

As at this point doing it the 'modeling' way is kinda meh as i'm almost done texturing it already. Plus the model in general doesn't even really need a normal map like that, i want it for patterns etc mainly. :P

Author:  Evil_Ice [ Tue Apr 08, 2008 7:28 pm ]
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Inline forearm makes this otherwise beauitful awp fail miserably, my arms are located on the left and right of my torso, I don't have one coming from my stomach.

Author:  silentassassin12 [ Tue Apr 08, 2008 7:34 pm ]
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you cant move your arm to almost mimic that position? i can. arm placement thats far left to make it look realistic is crappy looking imo.

Author:  Darkstorn [ Tue Apr 08, 2008 7:35 pm ]
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Evil_Ice wrote:
Inline forearm makes this otherwise beauitful awp fail miserably, my arms are located on the left and right of my torso, I don't have one coming from my stomach.


This is not a compile showcase. ;P

And if i recall correctly, you've had trouble previously expressing your opinions with humility when it comes to criticism but otherwise i do agree with you, i'm not going to be using this compile. :)

Author:  Lain [ Tue Apr 08, 2008 8:04 pm ]
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silentassassin12 wrote:
you cant move your arm to almost mimic that position? i can. arm placement thats far left to make it look realistic is crappy looking imo.


You should try using a rig with a full upper torso. It would allow you to use your own body as reference, which is harder to do with a rig like jen's.

Author:  Evil_Ice [ Tue Apr 08, 2008 10:02 pm ]
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Darkstorn wrote:
This is not a compile showcase. ;P
And if i recall correctly, you've had trouble previously expressing your opinions with humility when it comes to criticism but otherwise i do agree with you, i'm not going to be using this compile. :)


Good to hear, the work you have done yourself looks great, but I look forward to seeing a different set of animations on this great model/skin

Oh and I'm aware, I've given up on humility as it usually results in misinterpretation, or a lack of notability of the comment at hand. Seems to work better being blunt and some times downright offensive, as long as you don't make it personal, no one should take it that way :P

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