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eRe4s3r — FN-Scar-L Textured 2

Published: 2009-02-16 01:17:58 +0000 UTC; Views: 6285; Favourites: 48; Downloads: 201
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Description Download for 1920x1200 , Unedited rendering with uvw map, ao baked and object normal map (best seen on the mag, i guess )

Normal map is not required though, thanks to all niggles and details being modeled.

Well this is the best i can do with texturing a 15901 polygon monster. As you can probably imagine, with that amount of polygons, texturing is a pain

So yeah, reduced polycount by HALF (15901 !)

Well this is my try of a digital camo urban pattern. Its.. uh.. so-so

(Note: Don't know why the grip texture looks so odd, it certainly doesn't do that in preview ~.~)
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Comments: 7

xxxRavenbladexxx [2009-02-16 04:02:07 +0000 UTC]

Whehey its finished ... I think O_o
Just the underbarell nadelauncher is lost but I don´t like them O_o ...
Great work
I like it very much ...
The digital camo is one of my favourites an it looks cool on the Scar ^^
All I want to say is : great work hope you´ll get it on ^^

Sry for my bad english I hope you got what I mean O_o ...

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eRe4s3r In reply to xxxRavenbladexxx [2009-02-16 04:13:37 +0000 UTC]

Sags doch einfach auf Deutsch

Es kommt noch eine Version mit Aimpoint und Vorder Griff ^^

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xxxRavenbladexxx In reply to eRe4s3r [2009-02-16 04:29:24 +0000 UTC]

Eh O_o ... vergessen >_<°

Freu mich jedenfalls drauf xD

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eRe4s3r In reply to xxxRavenbladexxx [2009-02-16 04:32:52 +0000 UTC]

Mhh neijo, irgendwie gefällt mir die neuste version doch net so gut

Muss erstmal ne kreative pause machen

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xxxRavenbladexxx In reply to eRe4s3r [2009-02-16 05:16:59 +0000 UTC]

Mach das ...

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Legato895 [2009-02-16 01:59:53 +0000 UTC]

the grip texture probably looks that way due to the size reduction. the jpg is trying its best to write in data it doesn't have enough room to accurately show. that said, i certainly know what it is trying to look like

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eRe4s3r In reply to Legato895 [2009-02-16 02:04:41 +0000 UTC]

Yeah, it certainly looks like a bad case of texture calculation gone wrong, it IS on a inward sloped angle away from the camera too.

But meh, i don't like this version at all, and it happened each time i tried to render it in HQ, maybe the resolution is not enough or the "grip" is too detailed to resolve properly.

I don't know, it does not happen in realtime preview, hence i was wondering.

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