lotta fun on this one! went with a modified charging handle for some visual flavor, and a 20 round mag for a few less texel management gymnastics (the 30rds are longer and curved).
Looks good, I like your presentation and color sheme
The stock stands out with the low resolution texture, but for your polycount and resolution overall its pretty top notch
The stock stands out with the low resolution texture, but for your polycount and resolution overall its pretty top notch
thanks - 1024 being what what it is, and this being ultimately for fpv, I decided to cut the stock off about 1/3rd of the way back on the UV so I could save resolution, as you noticed. the front part is about as dense as the receiver. it would've been nice for presentation to have kept it continuous though!
Great gun, man. A lot of people actually don't realize that what you did here is the exact thing many studio do gun in FPS games in terms of polygon and texel budget distribution . It may not flow as smoothly in presentation, but this is what we do in Triple-A games.
BTW, try NDO2 to get a nice sharp surface details on the normal on your next project. Some of the normals, especially on the iron sight and handles don't hold very well. I'm guessing on how it was baked and the size textel density. You could bump the polygon res on the iron size too since its gonna be on fpv. The textel density on the rear sight should be around 22% of the texture page's size
Why is it soooo lowpoly? Its a third person model?
Firstperson model, which is why resources were concentrated on the areas seen in that perspective (note that second screenshot). 2500 tri was just the spec I was given
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The stock stands out with the low resolution texture, but for your polycount and resolution overall its pretty top notch
Some parts look like they are missing AO
Could you post some textures perhaps? I really like how you made the metal!
I second this statement.
The iron sight/fps view looks really nice!
BTW, try NDO2 to get a nice sharp surface details on the normal on your next project. Some of the normals, especially on the iron sight and handles don't hold very well. I'm guessing on how it was baked and the size textel density. You could bump the polygon res on the iron size too since its gonna be on fpv. The textel density on the rear sight should be around 22% of the texture page's size
Great job
Firstperson model, which is why resources were concentrated on the areas seen in that perspective (note that second screenshot). 2500 tri was just the spec I was given