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[WiP] AUG A3 Para XS

A Work In Progress for GameBanana

Progress Report

In Development - 20% finished
![](http://img689.imageshack.us/img689/6451/auga3paramodelhack.png "") With the assistance of [J.Joker](http://gamebanana.com/members/1238461 ""), we decided to take up the idea of bringing a new weapon into existence for FPS games like Counter-Strike: Source. The model itself is comprised of several pieces made by others and then altered to give it the overall appearance you see in the image (minus the iron-sights and the vert-grip - those are most likely going to be swapped out for something else). I'm intending to use this as my first (if not second) experiment with animating (I'm still debating on animating either this or an F2000 first). The model itself is pretty much done, but I'm still needing to redo the UVW map so that it only has the need for two textures - one for the main body of the weapon and one for the magazine. I'd rather not have a ton of textures when this is finished, so I'm mainly just looking to have those two things set up by themselves. Unfortunately, I still don't know my way around 3DS Max, so I'm having issues getting the UVW map taken care of. If anyone wishes to lend a hand, it would be very much appreciated.

Posts

  • 5y
    Kewl
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    Mantra
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  • 5y
    Max(R) avatar
    Max(R) username pic Joined 10y ago
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    Max(R) avatar
    Max(R)
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    > The model itself is comprised of several pieces made by others... Oh, and i thought it was actually your & Joker's model, lol
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    Mantra
    best wishes
  • 5y
    Ganryu avatar
    Ganryu username pic Joined 8y ago
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    Ganryu avatar
    Ganryu
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    > **Posted by Crash** > The white background stings my eyes. You should really work on your render settings. > > Also, there is no reason for you to split the UV maps. Adding everything in one map is better no matter how you look at it. The white background shouldn't even be there, tbh. I saved it as a .PNG without a background, but it seems to have changed on its own when I uploaded it. And although I do agree that there's really no reason to split the UV maps, I'm mainly wanting to have them split to make it easier for me to work on. I plan on texturing this myself, and it would honestly be easier for me to have two separate things to use in that instance. It's not exactly the best of methods to work with, but it's what I'll be doing for what I consider to be my first major project. > **Posted by kami7k** > Matte gray on white background...concept looks interesting - assuming some smg slot? Since Para uses 9mm.. Again, the white background was unintentional. GameBanana decided to take the transparent background and change it to a solid white for whatever reason. As for what slot it will be for, I did intend to have it be used for one of the SMG slots.
    Well, that's happening I guess
  • 5y
    Kami7ek avatar
    Kami7ek Joined 8y ago
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    Matte gray on white background...concept looks interesting - assuming some smg slot? Since Para uses 9mm..
    aka Skydash
  • 5y
    Crash avatar
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    The white background stings my eyes. You should really work on your render settings. Also, there is no reason for you to split the UV maps. Adding everything in one map is better no matter how you look at it.
    • Agree x 2

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In Development
Completion
20%
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