AWP (like in countersrike) WIP thread

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
Post Reply
argrn




Architect Socialist

Posts: 819
Joined: Tue Feb 03, 2004 5:04 pm

AWP (like in countersrike) WIP thread

Post by argrn »

Image
Please refrain from using profanity in your sig.
[FnI] Xkal





Posts: 173
Joined: Sun Jul 11, 2004 8:16 pm
Location: waiting for edwin to finish his part while working on elite wars

Post by [FnI] Xkal »

not bad smooth the scope and add a little detail with a nice skin, then ding ding we have a winner
Xkal
Katarn





Posts: 1638
Joined: Tue Mar 02, 2004 10:18 am
Location: http://www.videotuts.net/
Contact:

Post by Katarn »

the stock is much too boxy, i think the scope ends should intrude a little, other than that, nice job
NoZTeK





Posts: 101
Joined: Thu Jul 01, 2004 9:16 pm

Post by NoZTeK »

how do you make those kinds of renders
Katarn





Posts: 1638
Joined: Tue Mar 02, 2004 10:18 am
Location: http://www.videotuts.net/
Contact:

Post by Katarn »

They are called clay renders. All you have to do is set a skylight above your model, then click the cast shadows box, so it is checked, render, and you're done
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
NoZTeK





Posts: 101
Joined: Thu Jul 01, 2004 9:16 pm

Post by NoZTeK »

yes i only know how to do them on brazil r/s..
User avatar
maca_§




Grunge

Posts: 5357
Joined: Mon Jan 19, 2004 8:54 pm
Location: Australia
Contact:

Post by maca_§ »

Once again, nice models argrn.
  • Image
argrn




Architect Socialist

Posts: 819
Joined: Tue Feb 03, 2004 5:04 pm

Post by argrn »

Katarn wrote:the stock is much too boxy, i think the scope ends should intrude a little, other than that, nice job
the stock is like that
Please refrain from using profanity in your sig.
zero_cool





Posts: 85
Joined: Sat Apr 17, 2004 10:11 pm

Post by zero_cool »

great now where just gonna have halo awp whores, thanks, jk :-D thats nice, i spent hours looking for a bsp decompiler, and couldnt find one, i wanted to convert sumthin like de_dust to halo, if we could convert the bsp to a 3ds readable format then we could do it, and you know how amazing that would be, play cs levels on the halo engine? anyways, im done now, gg
Darkstorm995





Posts: 764
Joined: Tue Oct 21, 2003 8:28 am
Location: I DONT KNOW
Contact:

Post by Darkstorm995 »

Even if you could its illegal to use an other model for a different game unless you made the model your self
User avatar
rabiv88





Posts: 734
Joined: Thu Feb 05, 2004 5:20 pm
Location: Halo 2 is in my grasp, wont be back for a while... PEACE
Contact:

Post by rabiv88 »

Great model :lol: Do you happen to have a skin for it that you can upload
Image
User avatar
Danke




Wordewatician 500 Mad Hatter

Posts: 2256
Joined: Sun Nov 02, 2003 7:44 pm

Post by Danke »

zero_cool wrote:great now where just gonna have halo awp whores, thanks, jk :-D thats nice, i spent hours looking for a bsp decompiler, and couldnt find one, i wanted to convert sumthin like de_dust to halo, if we could convert the bsp to a 3ds readable format then we could do it, and you know how amazing that would be, play cs levels on the halo engine? anyways, im done now, gg
That'd be impossible. There are bsp decompilers like Winbsp, but that won't get it to the 3dsmax level. But Quake2 (and everything built on the source) uses seperate blocks for things. Basically it can't have open edges because it doesn't use faces that way. Everything's built using prisms. The best thing you can do to convert these is to do it by hand.

The best games for converting are the ones that use the same bsp system, like Red Faction, all the UT games (to my knowledge), and a few others. Except I think the UT games are a little different and what should be scenery is part of the bsp making the polycount way higher.
Image
!RAZOR!





Posts: 42
Joined: Tue Aug 24, 2004 3:59 am
Contact:

Post by !RAZOR! »

nice model man gj!! :D
"Mess with the best, die like the rest."
FReAK





Posts: 1246
Joined: Tue Jul 27, 2004 3:06 pm
Location: The Fake Halomods
Contact:

Post by FReAK »

razor u have said teh same thing [nice model man!! gj!! :D ] in about 5 threads now... y?
Image
venomai




Wordewatician 100

Posts: 108
Joined: Wed Jun 23, 2004 12:02 pm

Post by venomai »

Awesome model, as usual. Needs a trigger, though.. (you seem to leave that for last :P)

All you have to do is set a skylight above your model, then click the cast shadows box, so it is checked, render, and you're done
sweet! I've been wanting to know this for ages! Tyvm :mrgreen:

Oh, and how'd you create the rounded handle thing? With splines, or just boxin'?
Post Reply