Added: 2 years ago
From: eedobaba7726
Views: 26,364
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  • I tought the gun was the picture you were going to refer on.. didnt think it was the actual thing you made, ROFL

  • Ur Fake... Why lie??

  • FAKE!!! its a real pistol, lol, dude this is simply, mind blowing, hahaha i cant even make water....,

  • the shape of that pistol is so basic, but with the perfect advanced texturing you did it can't even tell!!

  • Nice work! Impressive. I was definitely expecting more polygons.

  • who else replayed the wireframe?

  • @YINGAI1995 i paused and admired.... my wireframes look like shit. and ruin everything.

  • HOLY SH*T IT MUST HAS A HUGE AMOUNT OF POLYGONS :OOOOO *Watches Wireframe* H4XOR ALERT OMG

    Nhaaaa lol amazing job

  • How do you textue that would it be in GIMP or Photoshop

  • it's pretty good not as good as my han solo blaster

  • Why don't they make games with this program?

  • @PantAELas3 well theres game on this program

  • awesome

    

  • how did you get the guns textures ect?

  • I was like O_O, nice quality..... but then I saw the untextured version and I was like.... cheater...

  • Comment removed

  • WOW

  • not much to say its awesome

  • Woah... I saw this and thought: "HOW MANY POLYS DID THIS GUY USE?!?!" Then I saw the simple wireframe and was like: O_O

  • How do you color it?

  • Cheap zooming isn't going to show off much of the lighting dynamics... these could as well be static zooms on a 2D rendering.

  • wow,great modeling.Makes me want to switch.

  • he is either the best moddeler in the world ( he could sell his meshes for lots of £££) or that is a real pistol

    sweet work :P

  • dang, that's sweet

  • r u the blender god?

  • what was the framerate when it was in the GE, nd (if u dont mind me asking) what are ur comp specs?

  • About 30 fps on mine, but it's not a gaming computer, just an old business laptop. 3gb ram, Nvidia 8400gs, Intel Core 2 Duo.

  • thts realy impressive! u shud say the frame rate somewhere coz i thought it might have just been a screenshot but been realy jumpy in actual realtime. i also cant beleive how low poly it is, it looks to detailed. awesome work!

  • Rendering ONE model at 30 fps isn't very efficient ^^

  • hax ;o

  • cool gun, and good choice of music, i love beck =D

  • crrraaap model, good textures tho!

  • The point is to have a very low poly model and a high detailed texture. Less fps drops in a game and faster rendering in Blender

  • Yeh, but the end of the gun's model looked messed up!! But yeh i know what you mean.

  • Lol, it does look messed up. Glad you know what I mean, I hate when I say something to someone, and it ends up that they are really stupid and give dumb replies haha :)

  • @tek5828

    it's called low poly, noob.

  • He cheated ;/ he used depth of field. This would be a excellent movie prop, but not for games. I believe the texture is too high detailed...

  • jawdrop at wireframe

  • yea, is that even possible? to make it wireframe so simple and have such detail after? how?

  • @derkakid1 Textures, bud.

  • @derkakid1 Diffuse map/normal map/bump map ???

  • wow

  • Okay, fine fine. I uploaded a video capture of the model. Should be a link in the description.

  • Could you please show us some real time goodness instead? This is just still shots.

  • Its a still from Realtime.

  • Sooo... Where's the .blend?

  • Let me put this ahead: I think it's a good work, and looks very realistic.

    But the zooming still frames don't show much of the effect of GLSL shaders - in fact, I could guess that bump mapping isn't (yet?) completely done: I.e. the higlight of the bolt on the handle is the same on all shots (like it's part of the texture, see 3rd render, where it looks a bit flat in comparison), while that little bump under the safety-lock seems to be lit dynamically.

    But maybe it's just my eyes ;)

  • Extremely detailed for a low-poly object. Did you use Photoshop to fix up the textures, or did you use a multi-res setup, or both? Amazing work on the normal-mapping, by the way. I wish I had more time to do stuff like this.

  • Hmm. I agree wit the others. The wire frame does not match the render.

    Those stills can't be a subsurfed version because if it was there would be a large loss of volume and the pistol would look like a shapeless glob. Also some parts are sharp in the render but blunt in the wireframe which is the opposite effect of subsurf.

    Also why stills only? With the game engine you could make a turntable quickly.

  • The second render has subsurf, but none of the others. (Mostly a mistake there, rendered after I tried out subsurf, forgot to turn it off.)

    Ugh, I had a nice long reply, but it was over the limit. To make a long story short, the BGE works nice and fast normally, but when I use capture software, it slows down a lot. That's why there are only stills.

  • Very nice job, but why all the triangles?

  • Game models generally have more triangles. In my experience, the rule against using triangles is limited to non-realtime rendering models, because it can mess up most modfiers, like subsurf.

  • Cool, I didn't know that.  Interesting.

  • @onjoFilms quad typology is unimportant unless you model organic things... for the non organic objects, triangles are not important (if you dont want do deform the model)

  • BOGUS!

  • Anim please, not stills only.

  • To those kids that complained about how low-poly the model is, those screens are of the subsurfed version.

  • If you examine the video when the rendered pistol switches to wireframe you can see the two models don't overlap. I'm sorry, but whatever we see in the first part, it's not the same as the realtime model. Might be an unrelated high poly model, might be a picture of a pistol with the background removed in photoshop.

  • Is it really so hard to believe that a person actually created that?

    The reason why the wire frame and the pistol don't line up, is because it's two different pictures, and they're not perfectly alligned or scaled.

    Also it uses six different texture maps to get the realistic look. (color, normal, occlusion, hdr reflection, specular and tiled normal maps)

  • 5 stars! Could you make tutorial about how you did materials? plz!!!:D

  • Outstanding work

  • Low poly and nice texturin indeed!

  • awesome graphics

  • wow its incredible how good it looks with suck a low poly count

  • *such

  • 0.0 wowzer

  • That's great! How long did it take to render?

  • Well, each of the rendered images were 1200 * 800 at around 16 seconds.

  • omg looks real sexy looks so real too bad my computer cant

    except glsl if you know what kind graphics card or driver you have to support it

  • Bloody hell, this is awesome, looks very realistic, i had to check the title of the video again just to make sure! =D

    Great job mate!

    -matt

  • Awesome gun, looks very high poly, but the wire at the end shows its very much not, the detail in the handle very nice, with all the grip bumps etc. Its amazing what GLSL can do, and the only difference it seems between the render and BGE versions is the Dof, which you could have done in the game engine anyways ;p

    Good work though, very pro, this would look great on a demo reel.

  • Huh. I just checked to make sure they didn't mute my song,and I saw the ad. I never got how those worked before, but it's a cool system. :)

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