LATEST UPDATE:
More pictures over at
www.simonjonasson.comORIGINAL THREAD:
Yo polycount. Started working on an Rk 62 yesterday since it looked really cool and I couldn't find too many people that had done it in 3d for games.
My first real gun so C&C is extremely appreciated!
Here's the currect state of the HP (ofc still a lot to do and the fore gip is in a bit of a wonky state ^^);
Yea, my first real gun as I said so if I'm doing something really wrong please let me know!
Thanks for stopping by
Replies
Will you make a hole in the canon ?
Thanks man! Yes ofc, a big part of the front and the mag is still missing, a long with many of the smaller details
I applaud this comment, i'm fed up with people making the same old M4, AK, RPG, M870 etc etc
try and make your next creation as rare as the last.
Worked some more tonight. Looked around and saw that these rifles sometimes use so called "waffle mags" so I decided to give it one of those, not done with it yet though!
Also fixed up some more stuff.. more to come! Thanks for stopping by :>
Cant wait for more results
@Olli. Oh, you made one?! I think yours is looking really, really good. Great work mate!
handy having a real ref :P
@Olli. Oh, that's awesome, then hopefully you can let me know if something is really off!
Time for an update! Been working some more on this one, pretty difficult to find good reference on some of the parts though, not too many high quality pictures of this weapon around.
Also, try to challenge your self into integrating the ridges on the side of the mag. Those are small things that really bring a model to the next level!
Keep up the progress :thumbup:
@s6 Yea I agree, edge width is always a difficult thing for me, especially on the small parts. Will definitely look over those, and yea, would look really cool and more true to life to have those ridges integrated, no doubt. Should be a nice challenge to make that look good!
Thanks all
Does the gun have the notch that keeps the receiver cover attached to the rifle? The one on the back of the receiver.
You can see it in the 3rd picture of the last post.
Looks good. Nice edges mostly although the areas s6 mentioned still look quite tight.
Finished the normal map baking today and started on adding some smaller surface details. Some stuff could have baked a bit nicer so I'll probably revisit those.
And wires:
Just under 7k tris right now. This may be used in a project so I'm changing some details to avoid any sort of copyright issues. Thanks for stopping by!
I've got a couple of questions. Do you mirror your mapping? Or you left the symmetry loop in the middle for another reason?
Also, is it a general purpose gun for portfolio, or you gonna use it in a FPS game?
Yea, I use mirroring where I feel I can get away with it, and in some places I use it so I don't have to have too long and stretched tris, but that's probably not a real issue with todays engines, and to be honest, in some places I really sohuld have gotten rid of it completely.
I'm planning on making this my first real PBR piece for the portfolio and I've also got some friends working on a project in UE4, so it may end up there, but not sure about that yet.
Fixed some baking issues and added some smaller details.
Will bake AO now and then start studying some PBR!
Next update will hopefully be more fun
http://www.marmoset.co/toolbag/learn/pbr-practice
http://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/
Hm, I'm having a hard time figuring out what materials it's made of. I'm guessing most of the gun is metal, probably close to steel. And the grip, foregrip and mag is some kind of hard rubber, or polymer. Would that be somewhat correct? Sorry for being a noob when it comes to guns
I can't help you with the materials, but I'm sure you can find out on Google. Unless someone here can help you out. If that brings up nothing, ask on a gun forum. I'd personally avoid guessing what the materials are and actually do some research. Depends on how much of a perfectionist you are I guess
Here's what I kind right now under two different lightning conditions
(still VERY much a WIP):
One thing I find really difficult is how different it looks with different lightning. It's pretty hard to tell if you're on the right track or not when it looks really cool one second, then you change the lightning a little bit and suddently it just feels "meh".
All C&C is very welcomed! It's about time I learn about PBR.
Obviously, when people show off their work they probably will use an environment that is bright like your first picture. The material definition is still good even on the second picture, it's just boring because of the lighting environment. It's always a good idea to block out materials with flat colors before you start adding detail. But you're doing great right now!
Keep at it.
While there is nothing wrong with an HDRi like this, in most cases it will be very boring. http://www.mrbluesummers.com/wp-content/uploads/2012/04/Photo-studio-with-umbrella.jpg
Whereas one like this will give more interesting shading:
(shameless self plug: I have a few free HDRis for marmoset on my site here)
On a side note, if the HDRi wasn't captured with enough exposures it might look like it would give good lighting but won't, since there's not enough contrast.
Now I got a new problem, I've googled around and I have no idea whats happening to be honest. For some reason, my maps looks vastly different in marmoset vs 3do.
I've been using 3do so far because I think it's quicker to set up, but today I took a look at it in marmoset also, and its looking really strange.
Here's a picture:
I'm not too happy with how it looks in 3do either, but atleast there it looks "correct" so to speak. If anyone has any idea what's going on in marmoset I would be extremely grateful.
And here's my maps in marmoset:
Have you tried a different HDRi?
To me, it looks like the biggest difference is the lighting. 3Do has a dynamic light on by default, try adding some dynamic lights in Toolbag. Click in the panorama view in the sky light object automatically add a directional light, or manually place some point/spot lights to create more interesting lighting. You can also try swapping the sky light itself to a different lighting environment with more contrast.
Check out the Getting Started tutorial for more.
Also check out Ben Garnell's glock here: http://www.polycount.com/forum/showthread.php?t=136641 for some ideas on lighting for guns.
Your model and bake look really great, however, the material looks a little bland. Try to push the material read further and make sure that metals, plastics, painted metal, etc each have a distinct read. You could also push some more detail into the gloss map for further surface variation.
Some unique wear, such as a scrape here, dent there, to show a specific event would really help as well. Really anything to give it some character and tell a bit of a story. The text on the stock, and the scrape by the safety are both good examples of what I'm talking about, I think you can push it further and add more stuff like that.
edit: It also looks like you've loaded a metalness map, but you have very little metal shown here. The majority of the gun is painted(painted metal is not metal, its paint), so your use of a metalness map with what looks like gray values doesn't make much sense. Hard to say without seeing the full textures though.
Thanks for the suggestions guys!
@EarthQuake
Yea, you're correct, I didn't actually place any lights of my own in the scene. Perhaps it's more important to do so with PBR to get a good result?
From what I can remember, other assets I've done without the PBR workflow has looked pretty good with the default lightning in marmoset.
Yea, to be honest I've been a bit afraid to push the values like I normally do because I'm afraid to break the, so to speak, correct PBR values. Will definitely work on the materials more!
About the metalness map, yea, it's pretty much only screws, bolts and scratches in that map. The gun will be used in UE4 so that's why I went with the metalness workflow. I'm making a lot of mistakes so again, thanks so much for helping me out.
It sort of depends, if you have a very reflective material, it can look really cool without much work. If your model has a more matte surface you'll be better off spending some more time on interesting lighting.
Yeah, well you can do a lot of stuff to add interest without breaking the basic "rules". A lot of it is stylistic, like how much wear you want to add (up to you really). If you want a really clean and realistic look you're not far off, if you want something a bit more beat up and interesting you can push it further.
Surface variation on the other hand, while you used to do a lot of in the spec map, now you can add a lot of variation in the gloss. Think about all the different things that could give you variance in the gloss: Dirt, dust, minor scuffs/scratches/scrapes, oil buildup, finger prints, basic surface variation (grainy platics/metals), etc.
Ah ok cool, I couldn't really tell from the small thumbnail there. Just make sure you're not setting the painted metal parts to like a dark grey instead of black, because that means the material would act as a partial metal (not very many materials are partial metals IRL).
Learned a lot making this little gun. Especially during the texturing.
Calling this one done for now, some stuff could definitely be better but it still feels pretty good for my first shot at PBR.
Sorry if the pictures are a bit big!
More pictures over at www.simonjonasson.com
No but seriously, I'm not trying to fish for compliments, would just be nice to know what I should improve for the next PBR gun!
One small thing: If that rifle would be used in a game, you'd probably want to give the rear sight more UV space. Right now it looks a bit low-res. What's the texture resolution?
Yea you are right! I unwrapped them unnormalized and that usually makes everythig the same size, but something must have been messed up with the rear sight mesh so it thought it was smaller than it was or something. So yea, the rear sight doesnt look too nice, totally agree with you.
you might want to try out more with some interesting lighting.
look at this example of Patrick Sutton, he has a pretty good light setup that make the material really pop
Thank you! Now when I see that beauty I totally agree, haha.
Makes my lightning look really boring in comparison ^^
Will definitely set up better lightning and take new pictures.
Hey man! Thanks Yea sure. They are posted at the bottom of this site:
http://simonjonasson.com/rk62/
I would suggest adding an add-on scope/sight/grenade launcher/grip, really anything to break up the standard AK shape and give you another material to work with.