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
**UPDATE #3:** Some more things done. I think I'm nearly there, did a lot of work on the mag and some more refining on the metal. What's left is some work on the plastic to make it a tad bit less uniform and some finishing touches.
**UPDATE #2:** Got around putting some more work into it. Mostly specular/gloss feedback, pretty happy with the main body/slide right now. Still want to put some more work into the plastic (and of course the magazine).
**UPDATE #1:** Before I vanish onto a LAN-Party for the weekend (yes, grown men playing games a whole weekend without women. that still happens) a small and quick update. Some more detailing, gave the textures some visual feedback, especially in the specular maps. Gloss is still not really that much touched.
- Do more things.
**Original Post:** Started on this. Silencer-less version for now. May do the silenced one later. Basic material definition and some detailing done for now. Obviously not very far in the process.
> **Posted by Antivirus_404**
> May I ask a question; how did you make that brushed metal base texture?
There are a bunch of different methods you can use. For example overlaying some photosourced texture over a nice base.
I for myself make my base and then add a layer with some grain and a motion blur over it and add it with some layer effect onto the base. Since I'm god damn awful at describing things I will edit my PSD to show you how I achieved it, lol.
**Edit:** You can download a quick PSD of that effect here. Of course it is stripped down of everything else right now, so it doesn't look amazing, and normally i'd mask out the effect here and there with some brushes to get the final look. If some of the layers have german names, I'm sorry, didn't look over all of them to check ;)
> **Posted by SAM61**
> Overall a very cool but this part should not be allocated because it is almost not noticeable in real life. I suspect that you use photos from KardeN. You should see the other, if you do not have references I can share. link herephoto
Thanks for the pics, didn't have those. You're right, the indentation is a lot less than I thought, I'll take it out of the normals and reduce it to near invisibility in the map (or leave it away, I'll see if it looks too stupid).
Thanks for the input, appreciate it!
Overall a very cool but this part should not be allocated because it is almost not noticeable in real life. I suspect that you use photos from KardeN. You should see the other, if you do not have references I can share. link herephoto
> **Posted by SAM61**
> I can give you clean. Why do you find it difficult to ask me?
No mate, it ain't difficult, I just think a clean map wouldn't help it since I would simply need to push the current ones a bit more. Adding the whole thing in again from scratch would be a lot more work then simply pushing the current ones by photo manipulation.
> **Posted by BuLL5H1T**
>grip "grain" normals could do with being a touch heavier.
Yeah thought so too. They've been baked in (or added later) by SAM61, I'll try to use some 1337 PS-SkillZ to push 'em a bit more. (I lied, the skillZ aren't 1337, they aren't even leet :/ )
> **Posted by deagle44**
> Dude i liked this pistol thanks to you. Really nice, i think this texture is good enough.
Thanks, that's nice of you, but it's nowhere near "good enough" since it's only the beginning of the texturing process. Most of the wear is missing, there's no feedback inside the materials, they're mostly plain, and first and foremost edgewear and other wear isn't done fully throughout the whole thing. Right now it's not a lot :)