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Old 2020-03-05, 18:51   #61
[R-CON]​Hans_Strudel
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Default Re: [WIP] [weapon] Type 89

High and low poly versions of the scope are done:
Highpoly:




Lowpoly:



(upper cap will be added when UV mapping will be done)

Overall tricount ~ 11681 (4256 is scope with all needed attachments).
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Last edited by Hans_Strudel; 2020-03-05 at 20:23..
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Old 2020-03-06, 05:09   #62
Hokunin
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Default Re: [WIP] [weapon] Type 89

Looks cool!

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Old 2020-03-11, 07:56   #63
InchPincherToo

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Default Re: [WIP] [weapon] Type 89

The scope looks neat! Can't wait for the final model to come though. Best of luck-

- Inch
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Old 2020-03-12, 15:03   #64
[R-CON]​Hans_Strudel
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Default Re: [WIP] [weapon] Type 89

So here is the first attempt to bake and paint the textures for the scope:





But... i am completely confused with lens texturing.

Is there any tips on how to make normal non-transparent lens for PR? And should i always model inner tube of the scope?
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Old 2020-03-12, 16:12   #65
Wicca
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Default Re: [WIP] [weapon] Type 89

Damn that looks great! c:


Xact Wicca is The Joker. That is all.
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Old 2020-03-15, 12:32   #66
[R-CON]​Hans_Strudel
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Default Re: [WIP] [weapon] Type 89

First successful attempt to export rifle version with scope:




(it is even possible to use ironsight with attached scope, but i doubt it is necessary)


lenses got rework:




Resolution for both _c and _b textures is 1024*512.

P.S.
don't mind geom1 it's just a geom0 copy of ironsight version.
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Old 2020-03-15, 14:20   #67
Hokunin
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Default Re: [WIP] [weapon] Type 89

Great work. Ironsights availability with scope is necessary, there is a dynamic sight change function in game.

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Last edited by Hokunin; 2020-03-15 at 15:34..
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Old 2020-03-16, 21:23   #68
[R-CON]​Hans_Strudel
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Default Re: [WIP] [weapon] Type 89

Quote:
Originally Posted by Hokunin View Post
Great work. Ironsights availability with scope is necessary, there is a dynamic sight change function in game.
Of course, but isn't scope magnification low enough (2x) to just use it for close firefights? Anyway alternative sight will not harm.
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Old 2020-03-16, 21:29   #69
[R-CON]​Hans_Strudel
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Default Re: [WIP] [weapon] Type 89

Started working with lods and also combined already existing attachment. So as example of whole work here is scope version with attached bayonet:
geom 0 lod 0:

geom 1 lod 0:

geom 1 lod 1:

geom 1 lod 2:


Also i was working with zoomed-in model for scope and got this result (don't mind lens's light deflection, it's meshviewer issue):



So is there anything wrong with lods or i can proceed now to other assets?
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Old 2020-03-17, 03:55   #70
Hokunin
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Default Re: [WIP] [weapon] Type 89

I personally see nothing wrong with LODs(others could comment if there is an issue).

Great job! With acquired experience you should do other assets quicker now.

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