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6x Sci-Fi Sentryguns for unreal mutator

  • Warby
  • June 1, 2008 at 6:50 PM
  • Warby
    • June 1, 2008 at 6:50 PM
    • #1

    i got drafted to do some scifi sentry guns for a ut3 mutator made by MR Evil :

    http://%7boption%7d

    its 6 weapons in total attached to a rotator and 2 bases one for the floor and one for the ceiling so here comes scif busyness extra extravaganza:

    [Blocked Image: http://warby.bitproll.de/projects/0039_sentinal/sentrygun_ingame_01.jpg]

    [Blocked Image: http://warby.bitproll.de/projects/0039_sentinal/sentrygun_all_01.jpg]

    hope you enjoy =)

  • Zeta
    • June 1, 2008 at 7:26 PM
    • #2

  • Punky
    • June 1, 2008 at 7:47 PM
    • #3

    I wouldn't like to come near the minigun in-game...

  • Jenn0_Bing
    • June 1, 2008 at 7:49 PM
    • #4

    Those are really impressive, i like your personal spin on the "generic" shape for most weapons. Gives each weapon a good strong silhouette to tell them apart.

  • Buddy
    • June 2, 2008 at 3:44 PM
    • #5

    Its all nice and stuff, it fits your style really well but honestly i cant really distinguish any shapes from these... I mean lack of contrast and single colour texturing makes it looks very 2-dimensional

  • FrieChamp
    • June 2, 2008 at 6:14 PM
    • #6

    wow those look pretty slick...also 3 hours for each? That sounds quite fast to me, good job!

  • -HP-
    • June 2, 2008 at 9:37 PM
    • #7

    that's some fucking kick ass high poly meshs right there!

    3 hours each hun? Damn, you're a modeling machine.

  • FrieChamp
    • June 2, 2008 at 10:35 PM
    • #8
    Quote

    ":1ayx5gdy]that's some fucking kick ass high poly meshs right there!3 hours each hun? Damn, you're a modeling machine.

    Was that meant to be a "gun" or "huh"? Either way, calling warby your "hun" is not cool

    Unless...he is into...that stuff...

  • -HP-
    • June 2, 2008 at 10:44 PM
    • #9
    Quote from FrieChamp

    Either way, calling warby your "hun" is not cool Unless...he is into...that stuff...

    What stuff ya perv?!

  • PogoP
    • June 2, 2008 at 10:49 PM
    • #10
    Quote from FrieChamp

    Was that meant to be a "gun" or "huh"? Either way, calling warby your "hun" is not cool

    Unless...he is into...that stuff...

    Epic post.

  • Warby
    • June 3, 2008 at 5:59 PM
    • #11

    what teh hell is a hun ?

  • arhurt
    • June 3, 2008 at 6:17 PM
    • #12

    Guys on camels and shortbows?

  • KIIIA
    • June 4, 2008 at 2:01 PM
    • #13

    Hot stuff as usual from da Warbeezy Wickedeezi fo sheezi, but i`m also wondering about the grey one colour texturing. Wouldn`t a blueish tech texture with details and funky glowing electric pipes and lights etc. suit this a lot better? Is it a question of time or do you really want the textures to look that simple?

  • FrieChamp
    • June 4, 2008 at 6:43 PM
    • #14
    Quote from KIIIA

    Hot stuff as usual from da Warbeezy Wickedeezi fo sheezi, but i`m also wondering about the grey one colour texturing. Wouldn`t a blueish tech texture with details and funky glowing electric pipes and lights etc. suit this a lot better? Is it a question of time or do you really want the textures to look that simple?

    Errr are they even textured at all? I thought the texturing process is yet to follow!

  • KIIIA
    • June 4, 2008 at 10:01 PM
    • #15

    I thought they are normal mapped yet and due to this unwrapped and layouted........i guess the only one able to bring light into the darkness is teh warbeezy himself!

  • Jenn0_Bing
    • June 4, 2008 at 10:51 PM
    • #16

    Towards the end of the thread Warby posted there are some pictures of the turrets in game with textures.

  • Warby
    • June 5, 2008 at 7:49 PM
    • #17

    yeah but because of unreals really really horrible way of using normal maps and compressing textures READ turning everything into a noisy grey brownish blob i did not deam it pimp worthy

    i am REALLY disappointed by how it looks textured ingame to be honest

    when i am over the shock i may post some low poly shots with normal defuse self illumination and spemask form the maya view port but right now i am just too wasted ...

  • Nurb
    • June 17, 2008 at 5:01 PM
    • #18

    Really distinct and well detailed designs. And they will fit flawlessly into UT3. Would like to see the lowpoly versions (with normalmaps) when they are done

    *edit* oops, missed your last reply. I 100% agree that normalmaps usually look very bad in the Unrealengine sadly Usually the result gets abit better with diffuse and alot better with specular. The specular really needs to bring out the edges of the normalmap. I dont know how big of a performancehit it is, but if the textures are blurry ingame you could try to put lodbias in the texture settings to -1, cause sometimes, for some reason, even if you put your nose against the material you still dont get the sharpest mip-level X( But you probably knew most of this allready. Anyway, nice work

  • Warby
    • June 25, 2008 at 6:05 PM
    • #19

    there is pics now in the first post

  • Nurb
    • June 28, 2008 at 7:36 AM
    • #20

    They look awesome I can see where you had some normalmap problems. What's the tricount on them? Did you set a limit? Some of the ingame-models could have made better use of their normalmaps with just a small amount of tweaking/adding a couple of tris here and there. The body of the minigun (cylinder shape) could have followed the shape of the highpoly better, just like you've made the head of the flamethrower etc.

    The end result looks amazing anyway

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