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Walther P99 - A 3D Model

Hello! I wanted to make this into a skin for CS:GO but i kept Getting Problems with the Bones and it not replacing the ingame weapon. Anyway here is the Model and textures i hope you like it!
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  • blamfablam avatar
    blamfablam Joined 7y ago
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    7y
    The p99 is one of my favorite handguns and maybe my favorite handgun period. And this model is pretty good but the back of the pistol is missing several crucial details such as a serial number field,back plate,and the circle with the hammer indicator protruding out of the middle is actualy supposed to be an oval shape. Over all great model but its missing a few details
    clueless about photoshop
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  • Teh Snake avatar
    Teh Snake username pic Joined 15y ago
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    Never actually liked this ugly tiny pistol. Yet these textures are pretty good
    Average CSBanana enjoyer.
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  • xplor3r avatar
    xplor3r username pic Joined 10y ago
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    8y
    Cool, well i've re-rriged the cs:s hands with fbi hands, just decompiled the files from cs:go and then imported the ref .smd/scale it/reassigned bones, then compiled, it's on Mr.Brightside anim ... also any chance in sharing the high poly model? it makes no difference at all how big the file is, i still can compile it, never had an issue with that, perhaps with body groups separated?anyway only if u want ...
    !!! RETIRED !!!
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  • LATTEH avatar
    LATTEH username pic Joined 12y ago
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    8y
    > **Posted by xplor3r** > Weird screens by me ... anyway in cs:go looks like this, haven't done the world model yet, my thingy thing was to compile it for Insurgency, so i've done it for that.Just by curiosity if u might have wanted to see ur model in a game. > > In this csgo thingy i haven't added shaders yet and that emisive dots diffuse (soon) but works, here's how it looks so far. > > http://postimg.org/image/j7ds0zaep/
    > http://postimg.org/image/9o437imwh/
    > http://postimg.org/image/e7gbt14s1/
    > http://postimg.org/image/suhaap3e9/
    That is awesome! how did you get it into CS:GO i had so much trouble the Bones for the arms kept disappearing.
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    Mantra
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    xplor3r username pic Joined 10y ago
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    8y
    Weird screens by me ... anyway in cs:go looks like this, haven't done the world model yet, my thingy thing was to compile it for Insurgency, so i've done it for that.Just by curiosity if u might have wanted to see ur model in a game. In this csgo thingy i haven't added shaders yet and that emisive dots diffuse (soon) but works, here's how it looks so far. http://postimg.org/image/j7ds0zaep/
    http://postimg.org/image/9o437imwh/
    http://postimg.org/image/e7gbt14s1/
    http://postimg.org/image/suhaap3e9/
    !!! RETIRED !!!
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  • LATTEH avatar
    LATTEH username pic Joined 12y ago
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    8y
    > **Posted by SAM61** > High poly usually has one smoothing group, you should only work with low poly. You must edit the smoothing groups and UV. In any case, the model already has a texture, just keep this in mind next time. Thank you. Ya i was figuring that i would have to retexture it all over again, but ill remember this next time! :D
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    Mantra
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  • SAM61 avatar
    SAM61 Joined 10y ago
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    High poly usually has one smoothing group, you should only work with low poly. You must edit the smoothing groups and UV. In any case, the model already has a texture, just keep this in mind next time.
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    Cimmerian
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    LATTEH username pic Joined 12y ago
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    8y
    > **Posted by SAM61** > Hi, very good job, but I think you need to examine more closely the baking process and UVW map. All the matter is that different smoothing groups should be separated by UVW. Only compliance with these rules ensures good baked. Should i separate them by the low poly or high? > **Posted by KnechtRuprecht** > Some nitpicking :D > > - Overall mesh density looks fine, some parts could be optimized, like the trigger, the back of the gun and the barrel for example. Rule of thumb: Eveything that doesn't contribute to the silhouette can be removed. > > - The bake and the textures are obviously your biggest weakness. Try to bake with a cage (It'll remove the black lines at the edges of a smoothing group) Also check if your bake sowftware supports anti- aliasing, if it doesn't, double the size it renders and reduce it later in Photoshop. Also soften p your edges in the Highpoly, it helps against that aliasing, too. > > - You UV layout seems to be squashed, if you scale something, only scale it in both directions. > > - Also, dont put cavity, bend normals and heightmaps into the archive. The cavity you can create by using the normalmap, and the other two aren't really needed for texturing. It only bloats the archive. > > As i said, nitpicking, so pls dont be mad at me haha. Keep up the awesome work mate! Nah i don't get mad at someone taking time to give me feedback! :D
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    Mantra
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    KnechtRuprecht Joined 9y ago
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    8y
    Some nitpicking :D - Overall mesh density looks fine, some parts could be optimized, like the trigger, the back of the gun and the barrel for example. Rule of thumb: Eveything that doesn't contribute to the silhouette can be removed. - The bake and the textures are obviously your biggest weakness. Try to bake with a cage (It'll remove the black lines at the edges of a smoothing group) Also check if your bake sowftware supports anti- aliasing, if it doesn't, double the size it renders and reduce it later in Photoshop. Also soften p your edges in the Highpoly, it helps against that aliasing, too. - You UV layout seems to be squashed, if you scale something, only scale it in both directions. - Also, dont put cavity, bend normals and heightmaps into the archive. The cavity you can create by using the normalmap, and the other two aren't really needed for texturing. It only bloats the archive. As i said, nitpicking, so pls dont be mad at me haha. Keep up the awesome work mate!
    • Interesting x 1
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  • MrMELUSIN avatar
    MrMELUSIN Joined 8y ago
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    Hi, I'd like to port it to COD4 and I'd like to have your permission. Thanks for your attention, and Good Job ;)
    Bananite
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