A couple of weapons I am working on. For the rifle I have been following the M4 tutorial on Blender Cookie.
pretty good starts to both of them. I look forward to the progress.
Made some progress on the Kimber. Baked ambeient occlusion and added some materials. Any suggestions, comments, concerns and complaints are welcome.
pretty nifty. they make for perfect ingame models. ive been doing similar work, do you use smooth sharp edges on them ? people suggested using soft edges on project like this give lighting errors and texture distortions (they have been right ) should i counter ths by baking maps (normals, specular, AO) on a high poly model with lots of polies, and then simply use those maps on my retopologized lowpoly model to avoid lighting errors ?
ive seen some pretty sick presentations of models with soft edges (the trigger guard for example) which didnt have any distortion and errors. did they use the method i described above ?
it would be nice if i could find a way to counter this so i can start making next get weapon models for mods.
Thanks. I’m pretty new to Blender - started working with it in February - so I am still learning techniques. I have read some postings that there are ways to take the textures of the hi-poly model and apply them to lo-poly so you have the detail of hi-poly without the high poly count. I personally don’t know how to do it.
I didn’t add any modifiers to the Kimber model - just baked AO. I did take a copy of the Kimber and added subsurface modifier to the pieces, but as far as soft/sharp edges I am too new to know which is better. I have realized that the top of the slide on the Kimber is rounder than my model, so what I may do is start with a circle, cut it in half and extrude down to make the sides and build off that base.
Sorry I couldn’t help. If you get your question answered, let me know - I’d be interested to here what you find out.






