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[High Poly] Combat Knife

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Mong0ose
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[High Poly] Combat Knife

Postby Mong0ose » 11.01.2010, 23:36

Hey all,

Taking a break from unwrapping the Cheytac (hate uv work!) and made a start on a new combat knife

As before I'm making a high poly version of the weapon, baking out a normal map and mapping it onto the low poly

Knife high poly & low poly is done (low poly is 750 polies)

Feedback appreciated as always

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Last edited by Mong0ose on 17.01.2010, 05:19, edited 2 times in total.
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flyingoby55
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Postby flyingoby55 » 11.01.2010, 23:37

Nice models! Would ove them to see them textured :)
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Postby alfie » 12.01.2010, 20:46

Will you release this for crysis?
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Mong0ose
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Postby Mong0ose » 12.01.2010, 23:16

Yeah the intention is to release the kriss, kimber & combat knife to the community

Also working on a quick tutorial to cover my high poly & low poly workflow

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Xigmatek
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Great

Postby Xigmatek » 14.01.2010, 03:35

Nice work Mate.

You use Subdivs on this to?


BTW? what Shader do you use on your stuff.

And your using Max 2010?
Last edited by Xigmatek on 14.01.2010, 03:36, edited 1 time in total.
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Radcliff
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Postby Radcliff » 14.01.2010, 03:38

Most high-poly models use subd's, that's how they get their insane detail and polycounts.
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Postby Mong0ose » 14.01.2010, 03:40

Yeah mate i use sub-d & mesh smooth modifier for the high poly

Shader is just a standard raytrace shader with a few omni lights around the model & a skylight, rendered with mental ray & FG

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DeltaFart95
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Postby DeltaFart95 » 14.01.2010, 04:42

Dude, smack a rail of some sort to that thing and get us some red dot sights on that thing haha :D
Weaver rail on the slide would be cool haha
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Postby Mong0ose » 15.01.2010, 00:09

Originally posted by DeltaFart95
Dude, smack a rail of some sort to that thing and get us some red dot sights on that thing haha :D
Weaver rail on the slide would be cool haha


Nice idea, might give that a try

Have baked out normal & ao maps for the knife, here's some screenshots of them applied to the low poly mesh (750 polies). Pretty happy with the results.

Apologies for the lack of AA, just the way it's displayed in the view port. Textures are 2048 x 2048

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The Vulture
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Postby The Vulture » 17.01.2010, 14:36

Meh, where's the Kriss? Don't get me wrong here, it's looking good, it's just that you always seem to start up new stuff before completing something else... Why don't you focus on one model at a time, release it, and then show us something new? Feels like you're spitting out models just for the 'OMFG!!!!' and the 'Amazing!!' comments sometimes.

Anyway, since you already started this thread, I might as well contribute; The model is of course looking great, and it would be great fun using it in Crysis if you're actually planning a release.
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Stromberg90
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Postby Stromberg90 » 17.01.2010, 14:44

Looks realy great :)
Love all the models you have made lately :)
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Postby Mong0ose » 17.01.2010, 14:46

Thanks Vulture,

Im working on this, the kimber, the cheytac and the kriss in parallel, they all form part of a set that i want to release. At the moment they are all at different stages (rigging, tecturing, modelling etc) so i have a few on the go ay any one time so i dont get bored, or can switch between projects if i get frustrated (which i am with animating the kriss!). All of them will be finished & thanks for the feedback

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Postby The Vulture » 17.01.2010, 15:56

Ok, sounds good. But if you're making an assets pack, maybe make one thread including all assets that you're working on and going to release? It'd be easier to find your assets by doing this, as well.
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.BAD.Ronin
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Postby .BAD.Ronin » 19.01.2010, 06:43

So.....you are releasing these seperate from CR? These arent attached to a mod? How delicious!
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SOUTHERN ARMORY
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Postby <<>>_52RUS » 11.04.2011, 19:26

Guy how to unistal this MOD?


 
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