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M8A2

A Work In Progress for Source Engine

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In Development - 50% finished

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Day: Unknown
  • Adjustment More detailed hi-poly
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6mo
Day... what day is it...?
  • Improvement Hi-poly mesh
  • Improvement Low poly mesh
  • Addition Bake
See the screenshots. :P
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Decide to re-work this WIP with new mesh, and new UV.
I've try to do an exploded bake, and use a cage mesh, and now it's less broken, yeah, not done yet...
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  • 6mo
    cd5ssmffan avatar
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    Is there a way to open this in milkshape without it crashing? I tried to triangulate it in blender but it still crashes
    pwnz0r.net
  • 6moEdited 6mo
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    Groovy man.  Just keeps getting better! B)

    By the way, your reference credit is incorrect.  Treyarch is the studio that did "Black Ops 2" and produced the "M8a1" this model is based on.
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    Mantra
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  • 8mo
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    Good work man,also where did you got his reference?
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    Mantra
    Join the Schnee Dust Company!
  • 8mo
    schiff. avatar
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    i hope someone made good UV maps, instead previous one submissions
    one man army.
  • 8mo
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    Doing shit
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    "What's the correct step of modeling? Low poly then high poly, or high poly then low poly?"

    That's kind of a tricky question as a lot of modellers will take different steps when modelling. Here's the typical way:

    Midpoly: 

    The first step generally is to create a midpoly. Create your mesh with correct topology across the board keeping quads as much as you can. Make sure to check your loops using edge selection + loop to make sure that there are no triangles in the way of them.

    High Poly

    Generally, after the midpoly you make two copies of the model. One to be a high poly and one to be the low poly. Add your supporting loops and use OpenSubdiv or regular subdiv. Of course, I highly recommend opensubdiv.

    Low Poly

    Take your mid poly object and collapse all unnecessary edges that you come across. If you find areas that need more loops for the sake of quality, add them. Remember that modern gpus are easily capable of handling high poly counts.

    What not to do

    Don't go from a low poly to a high poly since you will have to deal with excessive numbers of triangles that come from the optimization that you put into the model and will make subdiv take far longer than necessary. 

    Going from a high poly to a low poly isn't a terrible idea but you have to remove far more loops as you've added many supporting loops for the suvdivision. Going from a midpoly is the best of both worlds as it's easy to collapse the excess edges for the low poly but there's no supporting loops for you have to deal with.

    Hope that helps.
    3D Artist or something
  • 8mo
    KaErKai avatar
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    collapsible stock ?
    • Agree x 1
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    Mantra
    They see me rollin', they hati
  • 8moEdited 8mo
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    I love rails.  Update is looking very nice!
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    Mantra
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  • 8mo
    Bloody Death Skull avatar
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    XD XD XD
    I Dont Give Fucks I Give Shots
  • 8moEdited 8mo
    Ah the XM8, set as a competitor for a NATO convertible weapons trial to potentially replace the M16/AR15 platform back in.... whenever. Worked fairly good but was too complex to produce or something similar to how the XM29 was perfect in everything except complexity in manufacturing and cost effectiveness. I'm sure I'll have to look that up again, might be mixing up facts with something else. Long story short it was never adopted, but several hundred units were built, consumers made up by private contractors and security agencies. From my understanding it is no longer in production.

    Its definitely a rifle that has to grow on you, I'm personally not in favor of those sleek curves, I prefer rigid bodies to my rifles to make them look less like a toy, but I like the convertibility and models with integrated optics; Would prefer a straight mag to a curved one... 

    Heckler and Koch are probably the leading in odd-looking polymer-and-steel weapons

    My taste in guns is weird, I guess.
    • Interesting x 1
    • Epic win x 1
    Oversensitive sociopath avatar
    Mantra
    Oversensitive sociopath
  • 8mo
    Bloody Death Skull avatar
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    remember that i can help you with uv mapping :D ;D
    I Dont Give Fucks I Give Shots
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Base model, UV unwrap
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Treyarch
Reference

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Details

Project
Synthetic Blend
Development State
In Development
Completion
50%
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Attributes

Genre
Modelling
Software Used
Blender

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  • 0 Downloads
  • 1,412 Views
  • 30 Posts
  • 8mo Submitted
  • 6mo Modified
  • 6mo Updated

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