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3 Dimensional Chat / Weapon Pack (Very WIP)

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gibson543
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Joined: 16th Jul 2009
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Posted: 10th Nov 2009 13:13
Hello everyone, I am making a small weapon pack consisting of four guns so far. The guns I am doing are a

Standard pump shotgun

Thompson

PPSH-41

ak47

I have modeled and textured the shotgun, the thompson and the PPSH, and I'm almost done with the ak. But I need three people that can help me with these three things. We'd be partners. The modeler, the texture person. lol, the animator and the rigger!

1. Rig MP6 hands onto the guns
2. animate the guns.
3.Texture the guns.

If anyone is willing to help me with this, I'll be very grateful.

Hope you want to help

Here's my shotgun

Don't worry about the textures that are on there now, those are just the reference pics I pasted on. I can't even bring them into a render, which is why I need a texture person.

Heyeyeyeyeyeyey

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gibson543
15
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Joined: 16th Jul 2009
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Posted: 10th Nov 2009 13:14
and my tommygun

Heyeyeyeyeyeyey

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Dr Parsnips
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Location: London
Posted: 10th Nov 2009 13:14
Looks good man, but you need to get an ingame screenie if you want to post this in this forum.

gibson543
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Posted: 10th Nov 2009 13:15
and finally, my ppsh.

I'm still modeling the ak47

Heyeyeyeyeyeyey

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gibson543
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Posted: 10th Nov 2009 13:16 Edited at: 10th Nov 2009 13:17
@parsnips, well, the only reason I'm posting is becuase I'm requesting some partners to help if you read

Heyeyeyeyeyeyey
Dr Parsnips
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Location: London
Posted: 10th Nov 2009 13:18
No i understand that, and i hope you find some one to help! its still the rules im afraid.

gibson543
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Posted: 10th Nov 2009 13:22
Yeah I understand that as well. I'm looking in other boards also

Heyeyeyeyeyeyey
Dr Parsnips
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Posted: 10th Nov 2009 13:26 Edited at: 10th Nov 2009 13:27
Good to hear! (it might be worth quickly exporting it as direct.x file and putting it in fpsc so this thread stays open, otherwise a mod will lock it, this way more people can help you)

gibson543
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Posted: 10th Nov 2009 13:27
thanks for the good idea! ill do that quickly as possible

Heyeyeyeyeyeyey
Aaagreen
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Location: City 17
Posted: 10th Nov 2009 17:13
Don't stretch a low resolution photo as the texture.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
gibson543
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Posted: 10th Nov 2009 17:30
if you read, you would have realised that these were just for show, and not the final textures

Heyeyeyeyeyeyey
Asteric
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Location: Geordie Land
Posted: 10th Nov 2009 17:45
Calm down, he may have just missed it you know, i did.

gibson543
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Posted: 10th Nov 2009 17:48
I wasn't trying to be nasty or anything, I was just trying to point it out. I'm sorry if I seemed a little bitter.

Heyeyeyeyeyeyey
Asteric
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Posted: 10th Nov 2009 17:50
Yeah no problem, i probably read it too harsh anyway.

SJHooks
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Location: Where you least expect me...
Posted: 11th Nov 2009 01:44 Edited at: 11th Nov 2009 01:45
I can see you're using blender. It might be a good idea to UV map your model, and bake the current texture, then fix anything that looks odd or stretched out in something like photoshop or gimp, and then reaplly it. It's going to be a bit tricky though, for if you UV map the model to bake it, you'l lose the image reference texture you have now. What to do, what to do. Good luck on FPSC-ing your models.

Typos, they can't live without me.

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