Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
Got nothing to do and bored to do anything usual. So I decided to do something different and trying to texture something.
It turned out great imo and I was quite happy with it. The upper part (slide and whatnot) is more or less done (unless I missed out something). But I'd ignore the inner parts for now.
Note: Not sure if I'm going to finish this. But hopefully I will.
Update 11/15 - Been working on it on and off and finally almost get it done. Just gonna tweak some stuff and make normal and specular maps. Thanks to cR45h for helping me with the grip texture :D
EDIT: Posted fully-illuminated render since the previous render fools everyone to think that it's chrome now.
Update 11/17 - Did some ingame test
Update 11/19 - Some people suggested for some texture variation so I did it: Black, Gold, and Chrome. Gold and Chrome need some work since I'm not good with reflective material and colors. Soldier11 most likely won't allow me to use his deagle compile. So it will be replaced with different compile.
> **Posted by Blur.**
> Chrome is **WAY** too bright. Darken it, then redo the dodges and same thing with gold. It'll look much nicer then. And hopefully, some of you material definition, if there is any, should show up.
Totally right. Chrome is defined by a fairly dark diffuse map combined with a really bright specular map. You should apply strong cubemap reflections, too!
> **Posted by Poux**
> > **Posted by HH Boba Fett**
> > Static lights ruins it IMO !
> Everyone already knows about your opinion on static lighting.
but he is right, anyway
moreover we all shouldn't stick to these old and blocky models and either start modelling some nice new models with some clean baked normals or baking the old and blocky models