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[WIP] Flamethrower

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Tiun polycounter lvl 4
Hi everybody,

This is my first post on this forum that I've been stalking for many years.
My name is Jean-baptiste, I'm 21.
I'm currently a student and I'm looking for review on this gun I'm modelling.

I'm posting there thanks to someone working in the industry that ask me to do so.

It's a WIP so be rude ! =)

So here is the concept by Rock D :

rockdavinci-flame-thrower-concept2_2048.jpg

And here is where I'm now (ask me if you want some more flat renders) :

https://skfb.ly/zK6I

2vd38er.jpg


Thank you !

Replies

  • RobeOmega
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    RobeOmega polycounter lvl 10
    On the canister you seem to have the wrong idea about what is going on with the bolts
    What you have
    NormalW_zpse7b974c4.png
    This is just an indent down meanwhile the ones on your concept are:
    Normal_zps25cfc1d9.png
    Like this

    However it should not go above the base surface it is set on for example
    NormalL_zps2dc31368.png
    1 is the base surface the bolt and 2 is the downward indent which you would fill in with black
  • Tiun
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    Tiun polycounter lvl 4
    Hi Rob,

    Thank you for your comment.
    In fact I don't put screws yet but here is how I plan to insert them in my model. (just a placeholder to show you)

    k9tekj.jpg

    Also, I forgot to say that I plan to make a low poly version, texture and shaders for real time engine.

    About the screws, do you think it will be ok for a normal bake ?
  • luge
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    luge polycounter lvl 4
    ... instead, do some floating geometry. it'll be easier since you wont have to connect everything together and possibly get some weird shading/normals. just make a screw and have it float over the spot. there should be a wiki post about it somewhere around here. if you didn't know about them already that is.
  • Tiun
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    Tiun polycounter lvl 4
    You mean in collision ? Because it's how I planned to do

    And yeah the wiki is really great =)
  • Dethling
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    Dethling polycounter lvl 11
    With nDo you could also simplay paint the bolt on the normal map
  • Tiun
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    Tiun polycounter lvl 4
    Sure, I could, thanks =)
    The new Quixel suite looks amazing, and really cheap. I think I'm gonna buy a student license in the next couple of days.
  • RobeOmega
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    RobeOmega polycounter lvl 10
    Dethling wrote: »
    With nDo you could also simplay paint the bolt on the normal map

    Thats what I did with the bolt I shown it was quick and easy
  • Tiun
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    Tiun polycounter lvl 4
    Hey !

    A little update !
    So here is my current progress. Any advice, tips and criticism is greatly apreciate =)

    2uj08ib.jpg

    Ambient Occlusion yaaay !


    243exlg.jpg

    So I've been struggling with 3 parts :

    Ths first one, the bevel thing/ the intersection between the two pieces :


    2ec0lc8.png


    I don't really know how to handle it, I try to make it like this.
    Please help me finding a better way to do it ^^


    The second :

    v7xpw6.png

    I think it's a kind of double tube, like a tube that split in two pieces ? Cylinder, collision, I'm sick ...


    And Finally those stripes, I don't really know if it's going to work in normal, does I have to make a plane on it on does I have to model every stripes like I did and just keep the normal for the round corner effect ?


    2cx9y1.png


    Also, I'm sorry if I'm not super clear, I'm french and I'll try my best to be understood but sometimes I'm just confusing...Let me know if you don't understand anything !

    Have a nice day =)
  • stevston89
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    stevston89 interpolator
    Might want to show different style of rendering. AO renders look great an all, but the tend to hide shading errors. I would recommend taking some screens with a neutral gray diffuse and a decent amount of specular on the model so you can see where you are getting shading issues. Also The edges are way to sharp if you plan on baking this to a low poly model
  • Tiun
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    Tiun polycounter lvl 4
    Hi Stevston,

    okay for the renders, I'll post more shaded renders soon. For the sharp edge issue, you mean I have to "relax" my edges so there are more rounded and visible on the upcoming bake ?
  • stevston89
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    stevston89 interpolator
    Exactly! I am not expert on modeling shapes, but you could always post any issues to this thread http://www.polycount.com/forum/showthread.php?t=56014
  • Tiun
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    Tiun polycounter lvl 4
    Okay thanks !
    I'll try to make a post, if I don't succeed in modeling dem shape :D
  • Dethling
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    Dethling polycounter lvl 11
    If the parts are different materials I wouldn't bevel them at all (e.g. your last picture where the "rips" meet the main body). If it's the same material (like with the pipes) it will get complicated.
    Maybe the double turbosmooth trick will help (one turbosmooth with "smothing groups" active and then a second one without.
    Neitherless if it's one material (e.g. a welded pipe) you have to model it as one object (afaik) to make it look right in HP.
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