Black Sierra is a modern day cooperative horror game being designed on the Unreal engine, using the latest from Unreal Tournament 3 Black Sierra will deliver a bone-chilling atmosphere combined with a good action based game play. Designed around cooperative play, and to be replayed, Black Sierra will send players through the mountain as a tactical unit sent to perform a search and rescue after the mountain community stopped communications entirely. Upon arrival goals are changed, and orders are made to get to the bottom of the mountain in an attempt to survive. Starting from the top, and working your way down players will battle creatures of unknown origin through towns, forests, mines and more.
Good evening everyone! Black Sierra; a horror cooperative first person shooter modification for UT3 is going public today. For a few months we have been keeping a low profile as we worked out the story, and gameplay ideas. But here today we announce the official start of Black Sierra, we're still
Posted by Micah on Sep 14th, 2007 digg this super bookmark
Good evening everyone! Black Sierra; a horror cooperative first person shooter modification for UT3 is going public today. For a few months we have been keeping a low profile as we worked out the story, and gameplay ideas. But here today we announce the official start of Black Sierra, we're still currently in the early stages as UT3 hasn't been released yet, but we're working hard behind the scenes to produce a lot of content, weapon models, static meshes, textures, and more with a great deal of effort and determination.
Below we have some of our weapon renders for you to take a gander at ;)
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They were done in 3D Studio Max actually. And yes, that's the G36C.
Theres a lot of unneeded details on thoes models, like that inset thing on shotgun stock, also no normals maps will make thoes sharp edges very ugly ingame.
Something about the G36 just doesn't look right. Not sure what it is.
Maybe it's just because the clip isn't in (on?) the gun. It looks pretty accurate to me. Anyway, I'm interested in seeing more information about this in the future.
Also, that G36 is actually the Compact model (G36C) so that might be it.
Please tell me where you see rough edges.
The G36C is quite possibly as close as I could model it without actual blueprints, I used side pictures to scale it and shape it, I used detail pictures to sculpt it - there's nothing wrong with it unless you can point out exactly what it is.
'Unneeded' details is rather pointless to say, from my estimated poly count for UT3, they're right in the range and I'll get away with any geometry I possibly can without normal maps, as I quite hate them. :)
Theres some tiny issues with proportions and smoothing, i don't think your render helps do your model justice.
Quite possibly, I'm not a very good at making renders.
Where are the problems with proportions?
Abyx, I see sharp edges pretty mutch everwhere, also modeling thoes details in lowpoly model is usless if you can do it with normal map and save them, its better to keep everything as lowpoly as possible, isnt it ? It also creates some whery visible smoothing errors. I would seriously recomemd doing a hipoly version and bakinf normals, without them it will look crappy ingame.
Is this done in Maya?
you guys complain to much, the day they go public you bash their models. wow