I've put the final game files up in case anyone would like them, as well as the bakes in case someone wants to use this for texture practice (the normals use xnormal tangent space). These files are free for any purpose
Here also are some progress/WIP shots from during the creation of this model
Beautiful work man. I tried modeling this myself a while ago. The back part where its holding that piece of rear sight plating, was extremely tricky to model. Your mesh flow in that area looks top notch.
Amazing work! It's very aesthetically pleasing, and has a perfect balance between looking realistic and stylized at the same time. I could easily see this asset matching seamlessly with other sets of assets that lean towards one of the two extremes.
Beautiful work man. I tried modeling this myself a while ago. The back part where its holding that piece of rear sight plating, was extremely tricky to model. Your mesh flow in that area looks top notch.
Glad you like it. That part's made from a folded piece of metal on the real thing, so the technique was to model it 2-dimensionally and shell it out (same goes for a few other big parts of this gun)
Whoever is telling people that needs to stop. Don't use triangles? It's all a case by case basis, you can use triangles/pentagons etc in HP meshes, sometimes it can produce more desirable results than keeping everything quads (this point has been touched on alot in the how u model dem shapes thread) and when it comes to LP meshes triangles are one of your stongest assets, upon export to any game engine your mesh will be triangulated anyhow.
Bolts: Really nice work, reminds me of those cool old CS skins alot of the shots. Only thing I don't like is the lack of any crispness. Even though it's 3PV I'd love to see a few places tightened up a tad for contrast. Also I'd dial back the AO a little. Really cool anyhow
This is what always confuses me, basically we (Newbies) are told to avoid triangles all the time, however I always see people using them.
Is it only in specific situations in which triangles can be used or if they cannot be avoided?
Would be nice to finally have a definitive answer on the use of triangles in situations which require them
I agree with what Kimono just posted, I use triangles and n-gons in every HP I make, and triangles in every LP.
The idea that meshes "should" be all quads is indefensible. As you get more familiar with modeling IMO the distinction between mathematical classifications of polygon become irrelevant, it's just verts and edges, algorithms treat them all the same. All that really matters is defining the volume.
Replies
Here also are some progress/WIP shots from during the creation of this model
And a few showing just bakes
Thanks for sharing the files as well!
Glad you like it. That part's made from a folded piece of metal on the real thing, so the technique was to model it 2-dimensionally and shell it out (same goes for a few other big parts of this gun)
sure, here's that part -
This is what always confuses me, basically we (Newbies) are told to avoid triangles all the time, however I always see people using them.
Is it only in specific situations in which triangles can be used or if they cannot be avoided?
Would be nice to finally have a definitive answer on the use of triangles in situations which require them
Thanks,
Ross
Bolts: Really nice work, reminds me of those cool old CS skins alot of the shots. Only thing I don't like is the lack of any crispness. Even though it's 3PV I'd love to see a few places tightened up a tad for contrast. Also I'd dial back the AO a little. Really cool anyhow
The idea that meshes "should" be all quads is indefensible. As you get more familiar with modeling IMO the distinction between mathematical classifications of polygon become irrelevant, it's just verts and edges, algorithms treat them all the same. All that really matters is defining the volume.