High resolution on ArtstationLatest update:
Hi fellow polypushers.
I've been working on this gun during my spare time for the last couple of weeks.
I'm inventing it from my imagination as I go along, so I'd love some feedback on the design.
I'm planning to make it game ready after I've had some feedback and put it into UE4 with some nice textures.
Here's what it looks like atm.
Replies
Would like to see it from some different angels.
Here's a shot from the rear:
I will upload some more shots with some changes later today.
I'm trying to find a quicker way of rendering these Wip shots, as of now it's:
- scanline with lights setup,
- mental ray for AO
- mental ray with white material override for mask
- compositing in photoshop
So if any of you have tips for nice (QUICK) high poly wip shots in max.
Those would be very welcome ^.^
Tell me what you think about the hinge for the revolver cylinder and the muzzlebreak/flashhider.
Scanline:
Mental Ray:
Here's some more shots.
So here's another shot of the high poly, tell me what you think!
Yeah now that you mention it some of the pieces need some softening up, perhaps even some bevels.
That's one of the things i need to watch out for generaly, not making it too sharp & "edgy"
Anyway so I took your feedback into consideration and added the proposed groove. The edge rear of the buttstock was also smoothed out.
Also tda, I smoothed out some of the edges you where talking about.
So here's some shots to show of the changes. I will put these + some more up on Artstation later this evening.
(in glorious 4K ofcourse)
Will be doing the low poly + texturing soon, but have some other deadlines to attend to first.
As always any feedback is appreciated!
Technical Details:
27.152 Tris
20.738 Verts
4k Normal
Screenshots in UE4:
Meanwhile here's a close-up shot of one of the springs.
I made a parallax occlusion material with some basic silhouette clipping, so they kind-of look 3D (they're actually just 1/3 of a cylinder).
Here's a sneak-peak at some engraving goodness:
I continued on some more engraving, really enjoying substance designer!
The engraving where done with the stencil mask function substance painter has.
I made some drawings and grabbed some patterns online, then I inverted them in photoshop to get usable alpha's for substance painter.
Then i just used multiple height layers with the patterns painted in, and masked them over each other to create the layering effect.
I also worked on a wood texture, here's some shots in UE4.
Close to finishing this up, but some last c&c would be nice.
@The Rizzler I assume you mean this area of the grip? Or am I mistaken?
I will adjust the wood a bit, make the normal information less dominant in some areas.
Also I'll upload some shots in neutral lighting conditions later, but the primary steel I am using has a bluish tint to it, as i wanted to replicate blued steel which is often used on firearms. Might have to reduce the saturation a bit.
Don't really need to worry, as in a shooter the character's hand would probably be covering it anyway, but as you say the grain might be a bit strong. Blued steel sounds good, it's just hard to tell exactly how blued it is at this point haha. Looking forward to updates
And yeah, imho it's not too blue, but then again I've been staring at this thing for a while now...
Anyway, continued texturing, (made the engravings a bit more readable by darkening the recesses, made the metal slightly less blue and added damage and rust to some of the metal).
The springs you can see are still white as they will be on a different texture sheet for animation via UV offset.
And the wood grain still need some toning down, but this involves re-exporting and importing the added normal details in substance.
(Substance only takes normal info of the base maps into account for its filters/generators).
Anyway, here's some more neutrally lit shots:
Jokes aside this looks pretty dope. I think you might want to consider removing the striations and color variation in the wood from the normal altogether. In reality those features have little-to-no depth and the entire thing would be varnished anyway.
Notice how the clear coating on top of the wood does not have any perturbations along the striation lines of the wood itself
And yeah I was originally going for a worn wooden stock, and I think I ended up taking a bit to much creative liberty with it...
And the crude wood / pristine engravings mix does indeed look a bit odd on second thought.
Thanks for the feedback, I'll give the clear coat wood a shot tomorrow!
And going to give your proboolean-dynamesh workflow a shot on my next prop!
Hope you enjoy!