Assets for Shooting Games

Working on this since last month.

Basically, I’m trying to create some realistic 3d models for shooting games. Particularly for FPS. So there is some ammo and stuff to blast everything into Nirvana :smile:

Here is what I’ve got so far.

They look great so far! You should post your wireframes and unwraps :slight_smile:

Thanks Ben.

Here are some wires and diffuse/normal maps :slight_smile:

Wow this looks freaking amazing!!! I’m really jelly man haha. Really nice job on the normal maps! Did you do them yourself?

Yes I did all models and textures by myself from scratch :slight_smile:

Here is another one. Some C4 explosive. Comes with two different materials for an activated electronic device and vice versa.

1295839--59798--$C4-Explosive.png

just finished this one :smile:

Simply fantastic!

Thanks!

Here is some ammo and stuff.

1300482--60408--$Ammo.png

What would be a shooting game without medipacks :sunglasses:

The stuff is now available at the Asset Store.

Here is also a webplayer for a close look :smile:

u are really good in texturing :slight_smile: any tips on texturing, modelling, and uvwrapping?

Looks great. How did you do the scratches on the grenade if no secret? Just hand draw or there’s some fancy photoshop trick?

Top notch.

wow this is really nice modeling and textures. mad props.

Thanks guys!

There is not much voodoo magic for the textures, I guess. I simply use Photoshop with some custom brushes :smile:
For me it’s pretty important to use a non destructive workflow, for the scratches. So I have a metal texture layer and on top of that the green color layer with a mask. I paint the scratches into the mask with a black color. If that makes sense. Just think where the most friction happens on a object and paint the wear and scratches according to that.
The specular map is also a really important part. The texture for the metal parts should have a high contrast.

Here is the specular map for the knife.

And it’s really important to have a ton references and studying these closely. I use also some custom shaders to control the shininess and cube map reflections through textures.

For the UV maps. Try to have even UV islands and seams where hard edges happen. Also keep some room between each island to prevent edge bleeding through mip mapping.

Thanks for good advice! I just started learning modeling/texturing (you can check my progress in my game thread in sig), this stuff is really helpful!