Latest works in progress from the Nirrti/Lt_C shop is a redo of the Overwatch Sniper Rifle. It’s being developed for Obsidian Conflict as part of the continuing effort to eradicate unusable beta content.
At the moment, I’m working off obscenely high resolution of 4096×2048 it does allow for a great deal of subtlety, but it’ll likely need to be downsized because 63MB for a single texture is a little much. As part of a concerted effort to switch to an SFM-centric workflow, I’m using 3dsMax for basic color blocking and topology learning, SFM’s modelviewer for rough texturing, and SFM for fine tuning of effects and preview renders. I’m hoping to start a transition to Maya though, as it supports more high-end, dmx related features of studiomdl.
The texture still needs some work, but it’s getting there. I already completely redid the weathering once, but I have a better feeling about this round. I’m also trying a new technique with scrapes and scratches, it’s done better on some surfaces then others. (Scope vs. scope guard plate for example)
On the Lt_C side of the pool, I wrapped up work on a coffee cup/thermos that has holograms.
Less then 1k polygons, 1024×1024 RGBA DXT5 + RGBA DXT5 for normals, separate masks for spec and phong. Hologram is 256×256 RGBA DXT5. 3.8MB total. Lid, slide, coffee/indicator are all rigged for animation/SFM manipulation.