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[Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 01:06
by FPaiva
This is the final versions, that means that i'll not update the texture files anymore. I have managed to make a standart render for the faction, wich i think is godlike and i have fully Re-UVmapped and Re-Textured the default PR's Acog.
In the old textures, i have removed the gradient from the rail covers.
I have did a hard job here, so, i hope you like it.

Glock 17 versions:

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HK-416 Versions:

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HK-417 Versions:

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Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 01:12
by Tonnie
Nice work mate... So why did u re uvmap the ACOG sight??? anyways looks great

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 01:12
by ReapersWarrior
Wow. :goodvibes


You are amazing. They look great. I cant wait to see these ingame.

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 01:24
by FPaiva
[R-CON]tonnie15 wrote:Nice work mate... So why did u re uvmap the ACOG sight??? anyways looks great
I recieved the model in a task to make it for one of the 416's variations, but, after some time, halvor and kp told me that i didn't need to make the new UV maps and textures for it, as the PR still haves a Acog fully uv-mapped and textured, then i just made this for free

:-D

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 01:29
by Tonnie
oh ok cool well keep it up man!

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 08:23
by halvor1
Looks great mafia will talk too KP to make an sticky thread for you :) Where all the renders will get implemented into the thread=) Mafia for RCON!

Finally we managed to get these beauties into the engine, the engine seems to treat them nicely and keep the visuasl for them :) Thanks too rcon ballard for all the hard work :)


ImageShack - Image Hosting :: bf2editor20090509032140.jpg
ImageShack - Image Hosting :: bf2editor20090509032116.jpg
ImageShack - Image Hosting :: bf2editor20090509032031.jpg
ImageShack - Image Hosting :: bf2editor20090509031944.jpg


Main problem, however, is all 3 units will need a 1p 'scoped' view to be created!
1p meaning '1st person' view.

Mafia should have a look into this and look at the usrif_m4aimpoint and usrif_m4scope to get a general idea of what needs to be done to accomplish this.

And obviously, the animation(s) will need some re-working to accommodate these models, but that is for later and for another person to hand over too

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 08:25
by H.sta
Extremely nice work, love the snow camo, and the desert... I love it all

MaFiA_do_OsAmA FOR [R-CON]!!!!

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 08:37
by Glimmerman
Ooooo Mafia love what you did with it :D

MaFiA_do_OsAmA FOR [R-CON]!!!!

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 08:55
by UncleSmek
I have managed to make a standart render for the faction, wich i think is godlike and i have fully Re-UVmapped and Re-Textured the default PR's Acog.
Well man, you are a god.

MaFiA_do_OsAmA for [R-CON]

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 10:50
by Scot
Those are awesome mate, very nice job :)

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 11:04
by Rangu
Brilliant work Osama, you truly deserve R-CON status! ;)

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 11:12
by masterceo
weapons look sick, great job!

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 11:14
by Scot
Oh sorry, forgot:

Osama for R-CON!!

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 12:15
by Rhino
MaFiA_do_OsAmA, I suggest you look into spec and bump/normal maps some what. Bump/Normal maps are basically the same thing but done in a different way, BF2 uses normal maps but when you hear ppl say bump mapping with BF2, they mean normal mapping.

Texturing - modwiki

Specular Maps - Mod Wiki

Specularity - Wikipedia, the free encyclopedia

Normal mapping - Wikipedia, the free encyclopedia

Bump mapping - Wikipedia, the free encyclopedia



Tut on Spec Maps: Creating Specular/Normal Maps - Game Artist Forums

Tut on Normal Maps:
Normal Mapping Tutorial by Ben Cloward - page 1


There is other stuff you need to look into too, like why you should not save textures in .jpg format etc as when you save as .jpg it optimize the image so its a smaller file size, but you loose a load of the quality. You should always save in something like .psd or a high quality .PNG etc where this dose not happen.

Have fun reading :)

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 13:46
by Adetter
Look great! But is all kinds of glocks and camos gonna be ingame.
Whats point with Night Camo when its no night maps? Or is it a secret?

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 14:13
by H.sta
maybe there will be in the future....

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 14:54
by Tomato-Rifle
Very NICE! i know from experience that UV mapping is REALLY boring and a pain in the A$$.

MaFiA_do_OsAmA FOR [R-CON]!!!!

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 17:04
by nozumu
WOW...very cool

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 17:46
by marcoelnk
Lovely :)
though the renders dont really tell how it truely looks like. id prefer to see some rather "classical" renders :D

Re: [Final] HK-416, HK-417 & Glock17 Textures

Posted: 2009-05-10 18:10
by crazy11
Very nice work!