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  #1  
Old 10-26-2008, 08:52 PM
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Vegas' Props WIP Thread
Hey everybody, I love to break up larger projects with smaller pieces. So I've decided to start this thread and over time Ill post all of my prop work here. Here's the beginning, a Fuel Bowser:

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  #2  
Old 10-26-2008, 08:54 PM
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that's a fancy fuel pump... wish there was one like that at my nearby station.
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  #3  
Old 10-27-2008, 05:27 AM
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Haha yeah I wanted to make it as fancy as I possibly could.
Thought I'd also post the prints I make along the way:

Low poly coming soon.

Last edited by Vegas : 10-27-2008 at 07:37 AM.
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Old 10-29-2008, 06:37 AM
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Heres an update on the fuel bowser. Ive just finished Unwrapping and I should have the normal and ao maps ready soon.

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  #5  
Old 10-29-2008, 08:39 AM
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Nice stuff. It's got a slight retro look about it which I like!
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  #6  
Old 10-30-2008, 06:14 PM
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Started the diffuse map, basic colours added.
I realise that I could drop the poly count a long way by making the fuel lines planes and getting rid of a lot of the extra detail in the upper line supports. I might do that later, it wont be difficult to re-project/edit the maps.
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Old 10-30-2008, 06:17 PM
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Looks great vegas keep it up man.
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  #8  
Old 11-03-2008, 08:49 PM
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Not a lot of time on my hands for updates and this should have been finished a while ago. .
A couple more details to be added and perhaps a concrete base to come.
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Old 11-04-2008, 07:18 PM
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Sweet dude - looks great!
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  #10  
Old 11-05-2008, 10:18 PM
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Hey Ya'll think this is as far as I'll go with this prop, wanted a "worn" look. Didnt want it to look old and rusted, forgotten. Also wanted a vibrant, eye catching colour scheme.
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  #11  
Old 11-09-2008, 07:48 AM
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I am going through what can only be described as "Far Cry 2 Fever". I love the weapons and the way that they slowly degrade over time. So it has inspired me to produce a real world weapon and create two textures, one a nice new Assault Rifle Texture, the other, damaged and worn. I have chosen the FN SCAR Mk.16 Assault Rifle. I'm still considering whether or not to add a grenade launcher.
Anyway theres not a lot to show yet, just the prints I have made using reference photos and the beginning of a high poly model.


Not much to look at all yet .
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Old 11-10-2008, 10:23 AM
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I love this, I cant wait to see more. The pump turned out pretty nice. i like the plastic look you put on the money and fuel amount sign.
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  #13  
Old 11-13-2008, 07:04 AM
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Cheers Borris, Thanks for the comment! Ah, finished High Poly Model for the Rifle.
I've put both sides because, while only slight there are differences. On to the Low Poly!
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Old 11-16-2008, 07:56 PM
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Just finished the low poly, got the UVs to go then its projection time! Cant wait. Unfortunately I have to go to work .
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Old 11-17-2008, 11:30 PM
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whats you low poly count?

Model looks great, just a tip about the gun thought, Though I love the gun, it looks best with a nice acog instead of the iron sight. You might also find that these particular gun model usually comes with a handle grip (located on the bottom track). Once again great model, just tossing some stetic thoughts out there, Love the fact that you didnt forget or omit the bolt, hate games that do that (like RSV2's AK-47, no bolt or fire ejector). Also if you wanna see something hilarious, take a look at the battlefield's M16, the fire ejector is on the wrong side (lmao cant believe EA overlooked something that obvious). Anyhow would love to see that with a nice desert camo texture.

PS, if you like I could very well try to put that into UT3 as I am working on several realistic weapons for it.
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Old 11-18-2008, 07:17 PM
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Looking wicked!
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  #17  
Old 11-19-2008, 06:50 AM
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Cheers fellas,

@WildC4rd, thankyou for the crits mate. The model is around 7000 polys. I'll have a look into the acog! I don't know where I want to go with it yet. But if I do add the acog, I have noticed that in some of the reference shots Ive seen a lot of the iron sights are folded down so I might just leave them there and add the acog yet. I was also thinking about adding the grenade launcher instead of a handle grip, again I'm not sure yet. I wanted to make the high poly as realistic as possible, I didn't want to omit anything that belonged on the weapon in real life. Cheers for the offer bout UT3, but I already intead on putting it into UT3 myself, at least for a shot for my porty.

Check back often, projected low poly to come very soon .
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Old 11-19-2008, 09:06 PM
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well later on tonight I should be recording a demo of the script i worked up for my famas, works great but the texture needs work and the sounds arent totally realistic but they match Now I will be posting these scripts available for download later on, I have to refine the code a bit more to make it way much user friendly so far I think I am the only one who could figure that script out because my weapon pretty much shoots almost like the COD4 weapons, except that I havent managed to add a recoil on it yet.

But with that said, I would be more than happy to help you putting into UT3, My scripts will be free so that you can use them. Just a tip of advise though, I wouldn't put either the grip or 203 attachment on it, the 3rd person view animations dont have a single weapon carring animation that would like they are holding the weapon and for the 203, well it would requiere major rescript work to make it launch a 203 nade. For the acog is alright, really optional on my scripts. I have changed the code so that you can use a square texture when you bring up the sights, that way you can always align it to the center with no trouble. BTW my scrips are based of the sniper script so they are not totally original but might as well have been since I changed almost every line of it. Anyhow let me know if you are intrested and take a look at the FAMAS thread, let me know what you think.
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  #19  
Old 11-20-2008, 05:45 AM
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Got the projected maps done, yeah! I love it when they come off without many problems!

As for that script cheers for the offer. We'll see how we go. Right now Im concerned with my modelling and texturing. But that script is very impressive and I cannot wait to see recoil and an improved texture added. Keep me posted .
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  #20  
Old 11-23-2008, 02:48 PM
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Unfortunately havent had a lot of time in the past few days, but have added all the basic colours to the diffuse texture and fixed a few minor niggles I noticed in the projected normal map. Tada-
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