Your unwrap. Your unwrap should have white lines, showing where each polygon connects, you're supposed to get rid of those before you start..
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Your unwrap. Your unwrap should have white lines, showing where each polygon connects, you're supposed to get rid of those before you start..
Different engines render normal maps differently, make sure you check to see what the different RGB orientations are for your engine. I know UT3's Green channel is inverted from Maya so if you have the same normal map in Maya and UT3 it will look differently.
Also, make sure your faces are all oriented so that up is up on your box. If you have upside down faces on your box's UV layout it will make the normal map look bad.
http://img38.imageshack.us/img38/2910/rendered.jpg
I got it to majorly pop out more in darker lighting, as shown, I edited it in photoshop using levels, I also like what the specular map did to it.
That would be the basis of my concept, lmao.
Actually, it's more as if the stock is against the shoulder and the shooter's head is hunched over and forward.
e.g.
http://img.dailymail.co.uk/i/pix/200...DM_468x367.jpg
Except not looking directly down the sights.
I'm fond of these origins typically because they give me a more visceral sense when firing.
fuck it.. grow up kids. I'll post work on another site.