Unturned

Unturned

Empire l Ramrod [Mod]
42 Comments
MadaraGTX 11 Mar, 2020 @ 11:47am 
doesnt work any more
lonealchemst 23 Jul, 2019 @ 12:40am 
you are amazing just looking at your work keep it up.
Paul Odyssey  [author] 22 Jul, 2019 @ 10:50pm 
Haha, that surprises me to hear that because my main inspiration for this skin were Hyperion SMGs. But just for you since you mentioned it, here's my take on a Dahl SMG in the Unturned style, that I made a year ago but never published: https://sketchfab.com/3d-models/dahl-smg-unturned-version-8f668b081da24e0d96bc66b2511db596
lonealchemst 21 Jul, 2019 @ 3:35am 
this gun makes me think of one of Borderlands 2's gun manufacturers, namely Dahl.
Speed Racer 10 Apr, 2019 @ 11:03pm 
Can you update this for the new Unity 2017 version? Thanks. :3
Floof 10 Aug, 2018 @ 2:50pm 
people need to do this more add there curated things to the workshop for people to use instead of paying a dollar to use
Paul Odyssey  [author] 27 Jun, 2018 @ 7:25pm 
Thanks man. Since you like this model, I'm working on two models right now: One that's taking over a month and one that should be finished in less than 4 days. Stay tuned.
b17&t 27 Jun, 2018 @ 7:02pm 
Love the model
Paul Odyssey  [author] 28 May, 2018 @ 12:29pm 
I use blender and photoshop exclusively, although I do dabble in illustrator for text stuff, if you ever see it. Blender for making the custom mesh, and photoshop for texturing.
Paul Odyssey  [author] 28 May, 2018 @ 12:27pm 
Okay, so the modded gun has a slightly increased firerate, way better hipfire accuracy, and slightly better recoil. Everything else is the same, so stuff like damage is unchanged.
Zepnen 28 May, 2018 @ 12:16pm 
And what software/thing (xD) did you use to make it?
Just kinda interested you know ;)
Zepnen 28 May, 2018 @ 12:15pm 
Wow I even got some credit xD No problem. Oh and by the way, it looks really awesome!

Just some questions tho, does it have the same fire rate, damage exc?
MARLBORO MAN 22 May, 2018 @ 6:49pm 
Someone should make a borderlands mod for unturned with the guns and everything.
Vlad Ivanovich Conscriptanov 21 May, 2018 @ 9:00pm 
Covering part 2/2:

Hope it helps.
Sorry I don't click links I don't trust out of security concern, I hope you understand.
I checked out a video on youtube instead covering the skin in a section of the video, you're right that its a lot less bright, but it brings out another convern to me:

You can see a Hyperion horizontal-fed magazine on the back of the receiver.
Its no biggy to me at all, I understand why you did it, but it may elude the player to think it has some functionality, I doubt most people will, but lets not forget that Unturned is mainly played by children.

I see why you made this texture, it looks nice if you ask me, but I do feel like it could do with some consistency and detail restraint, maybe a bit more player-feedback as well.

In the end, its your creation, do and don't do what you want with it.
Hope this helps in some way
Vlad Ivanovich Conscriptanov 21 May, 2018 @ 8:49pm 
Covering part 1/2:

No that doesn't sound like an excuse, I did the same when I started learning modelling for Unturned.

"The benefit of using fake depth nowadays is to conserve simplicity; in other words, because the new 3D model has roughly the same amount of vertexes and faces as the original 3D model"

Having more detailed textures will increase the load on the gpu, which generally Unturned kept minimum by having, what I'd like to call: "linear textures" aka just having 1 or 2 pixels for the entire texture, but having a texture like that, you put a lot more weight on the gpu than you would have put on the cpu if you made model adjustments.

Point being (no offense intended): If you're worried about performance, that texture can't exist in this game, seeing the average players use outdated laptops with integrated graphics.

Paul Odyssey  [author] 21 May, 2018 @ 8:36pm 
Part (1/2)
Heyyyy! Thanks for the in-depth critique! Okay, so let me break my response into stuff I need more convincing on, stuff I sorta agree, and stuff I fully agree. Okay so first of all: the "fake depth" or "the use of darker colors to signify depth, even though there is none". So this is a old habit I got from making Cs:GO and earlier Unturned skins before "Custom meshes" were a thing, but because you couldn't change the 3D model back then, any depth had to be conveyed via optical illusions or darker colors. But that just sounds like an excuse, right?

The benefit of using fake depth nowadays is to conserve simplicity; in other words, because the new 3D model has roughly the same amount of vertexes and faces as the original 3D model, there is no fear of the design being rejected because it "adds too much detail" or whatever. This is where I need a bit of convincing because I feel fake depth is a valid way to convey depth.
Paul Odyssey  [author] 21 May, 2018 @ 8:36pm 

Part (2/2)
The downside to that approach is, as you said, lack of fidelity. This is where I sorta agree, because it's a balance: don't want to make the 3D model too complex, but some details can't be done justice without a scale difference. I'll try to add a few more modeled details on the next model, to take your advice.

In the end, I agree with your advice on the colour. I was trying to avoid having a gross yellow or a boring grey, so I might have overdid the starkness of the pallete. Luckily, the pretty renders make the skin look brighter than it is actually (because I suck at positioning lights) so if you check this [sketchfab.com] sketchfab link and click the model inspector icon (the three stack of flat squares), you can click the "Diffuse" setting which allows you to see the true colors of the design, which hopefully aren't so eye-piercing. (The yellow might look a little gross in comparison, though)
Vlad Ivanovich Conscriptanov 21 May, 2018 @ 2:40pm 
I advice being a bit more subtle with all the white and yellow and gray and black etc etc.

Actually having model differences where you textured parts differently would also be a lot more appealing.

Example: The muzzle has 4 blacker area's, if you actually make some scale difference there (like making holes there) would be a lot more logical.
The grip can also be fixed with this technique, make the blacker areas a bit bigger than the rest of the grip (model, not texture).

Look at the same image again, you can see that most area's where the texture is different the model also sees some change, except for the white stripe across the yellow, which is the subtle texturing.

Sure, its not as detailed as the effort you put in your texture, but its a lot eassier on the eyes.

This is all based on what I've learned in design, you can continue to do this and maybe I'm wrong and you're right, do what you want and see if it works.
Vlad Ivanovich Conscriptanov 21 May, 2018 @ 2:33pm 
The combination is off because the colors are "too in your face".
The colors don't have a reason to be there, they're just there, it doesn't highlight any of the details in the model (with some exceptions like the ejection port).

Examples:
The grip is mostly gray and some highlighted parts are black, signaling that something's different in that area, but there actually isn't anything differnet, atleast not visibly.

You textured blacker area's around the muzzle, but there isn't actually anything different there.

The receiver has this problem all over, a bunch of different colors that don't signal anything.

The whole point why they work in Borderlands is because is subtle, not, like I said "in your face".
Some of the model combinations are obviously an eye-sore, which incidently makes the UV mapping an eye-sore.
(Example here: https://gyazo.com/735e1374daa872b5b94b313514598051 , the stock is obviously very off once you look a bit closer at the receiver)
Paul Odyssey  [author] 21 May, 2018 @ 2:09pm 
@Winged_Bully_Hunter256 thanks for the critique, and more specifically, what makes the conbination less appealing? This design's already out so I can't change it much, but I'd like to incorporate your suggestions on the next skin.
Paul Odyssey  [author] 21 May, 2018 @ 2:03pm 
Alright, everyone! I'm making the recipe: Default Empire + 2 nails + 5 metal + 1 glue + 1 Raw Vermillion Berry (For that yellow paint). Let me know if that is too much of a hassle! Oh, and you don't need to upgrade your crafting level.
ETHOReaper 21 May, 2018 @ 1:12pm 
this is so :steamhappy::steamhappy::steamhappy::steamhappy:
Vlad Ivanovich Conscriptanov 21 May, 2018 @ 10:17am 
That looks pretty bad in my opinion.
Its just painful to look at, not because it has a bad model or bad UV mapping, but the combination of it just doesn't make it appealing to me at all.
Pen 21 May, 2018 @ 7:56am 
nice weapon skin in unturned (borderlands 2 fans like):steamhappy:
sussimorgis 21 May, 2018 @ 4:38am 
there we go
bye
sussimorgis 21 May, 2018 @ 4:38am 
ah crap wrong emoticon but heres the real one :8bitheart:
sussimorgis 21 May, 2018 @ 4:37am 
Sillysniper, Default Empire + 4 Nails + 10 Metal + 2 Glue = Empire I Ramrod. I know, it's a really long repice, but yeah. I do not know what else. Also, can you please make it that you can put scopes in the gun? :sadcyclops:
Bizmarck 20 May, 2018 @ 7:17pm 
to Sillysniper: Default Empire + x10 Metal rods + x2 Nails = Empire I Ramrod. I like it
Paul Odyssey  [author] 20 May, 2018 @ 11:03am 
You have to spawn it in. I would have to make a custom map to make it spawn in the world, which isn't worth it for 1 gun. Of course, I could make it so you could craft it. If that's the case, what should the recipe be? Default Empire + ???
CorvianMERCDB 20 May, 2018 @ 10:05am 
Will this spawn in the world or do I have to spawn it in?
ʰʸᵈʳᵃ Cadu 20 May, 2018 @ 8:33am 
Nice gun.
Paul Odyssey  [author] 19 May, 2018 @ 10:42am 
Haha, woops, yeah I've included them in the description now. Thanks for letting me know.
Zepnen 19 May, 2018 @ 3:03am 
Doesn't the gun have a ID?
Paul Odyssey  [author] 18 May, 2018 @ 9:38pm 
Haha, well here's hoping. Thanks for the nice comments, guys.
BinceVince 18 May, 2018 @ 8:24pm 
MAKE THIS CURATED! NOW!!!
Jar'O'Jelly 18 May, 2018 @ 2:57pm 
I love the style the weapon has.
Paul Odyssey  [author] 18 May, 2018 @ 10:20am 
Hey guys! I fixed the sound issue, added in the magazine (whoops), and gave the gun a few nice traits. ;) It shoots slightly faster, has a better hip fire accuracy, and slightly less recoil. Enjoy!
Shamman 18 May, 2018 @ 6:27am 
Gooood good
Nopi good
I think I sat on my balls. 17 May, 2018 @ 8:38pm 
team ramrod














(movie references)
Paul Odyssey  [author] 12 May, 2018 @ 5:11am 
Thanks man!
Snoipah 12 May, 2018 @ 4:55am 
love the custom mesh
Paul Odyssey  [author] 12 May, 2018 @ 4:50am 
The gun is currently 100% silenced, which is too much. So it'll be fixed today.