Edges are way too sharp in alot of places man! Gotta remember that small details won't show up on the normal map once you bake it, so over-exaggerate your edge bevels. [insert racer's scope.jpg]
I agree with gilesruscoe about the tight edges if your planning to bake the normal map. Any chance posting the wires and the reference you used for this model? I would love to learn how you did the circular details on the barrel part of the gun (can't determine if it is floaters or modeled in)
I don't know if the butt part of the gun is wrong, it looks like it supposed to be more rounded. I know that re-adjusting the edges are quite tedious (experienced it myself )
This is really cool. I can see some pinching on the free-float rail section. You definately need to sort those edges out though, they're incredibly tight.
This is an amazing rifle model man how hard I've tried to reach detail like this but never succeeded. Congratulations on that. Just the sheer amount of detail that's in this model makes my eyes bleed haha! I was also told that my edges were too sharp for baking normals. I'm sure you can fix it up though no problem. Good luck
You definitely seem to be on the right track. Some model work can be improved as already mentioned. But you seem to get really clean results which is admirable.
What bothers me is the shading, it's really funky and to me quite unappealing. Look at the handle in the last render for instance. That black line running all the way through that handle shape doesn't do it for me. I know there are a few good tutorials for nice offline render techniques out there.
Pretty good for your first highpoly
Although I find the renders horrible to look at, I would first change to background from black to more neutral grey or even a subtle gradient, after that you can take a look on the wiki page lots of good info here http://wiki.polycount.com/Model Presentation
On the model it self good job so far, got a few areas that have some pinching in them that I highlighted in red, and other areas it seams like it's not smoothed highlighted in green.
And as others said soft up the edges in the highpoly, having many chamfers in your lowpoly won't really help on that problem.
It's completly up to you if you want to fix that on this model or on the next project
Man! Those are hectic wires.... You say it's your first high poly? Naaah I doubt it! I'm keen to see you finish this and you're doing really great. Your rifle can be compared to this guy's for sure: http://www.lonewolf3d.com/index.html\
The comparison may be a bit over generous but he is sure getting there.
bit generous with the comparison there, your getting a lot of pinching going on with the stock the form of it is quite odd too the edge width changes too much, keep them consistent.
I'm no pro on image hosting, but what site are you using? The image stromberg90 posted shows up fine, but none of yours are. Make sure your images are still being hosted and you have the right URL linked in.
Oh, i use one of the hungarian image hoster, NOOB.HU. This site usable without registration, and i like this. But my other pictures i upload to other hoster
Yes! I'm very happy, earned slowest creating progress in Polycount! Now I start the diffuse texture, and take some viewport shot. I use Xoliul Shader 2.
Some realtime (3ds max viewport, Xoliul Shader 2) shot from current progress. If you have some cool idea to make better texture, please tell me! I not experienced in Photoshop and texturing.
great job mate! maybe just a little used up weapon would be better i think, it would give you a chance to practice texturing too not to mention that it would give it more details don't overdoe it, but if a metal is painted it will wear out very easily
slight scratches, some dust and dirt into little holes etc.. just gently like in Crysis for example
Looks sweet.
Still think you can do better with lighting.
Are you using any form or reflectivity? If so, would be nice to have some sweet Fresnel modulated reflections on the lens parts. If not you have a lot to gain from incorporating reflections in your shading, metals are all about reflections.
Thanks feedbacks! @tsabszy: compare this model with Crysis masterpieces is little bit strong, but i want add some dirty-scratchy thing to texture, in near future. @kodde: yes, you say right, the reflections is very important things in hard surface and glass models. I hope, some light and smooth fresnel reflections make looks a bit better, i start working on these!
Replies
I agree with gilesruscoe about the tight edges if your planning to bake the normal map. Any chance posting the wires and the reference you used for this model? I would love to learn how you did the circular details on the barrel part of the gun (can't determine if it is floaters or modeled in)
I don't know if the butt part of the gun is wrong, it looks like it supposed to be more rounded. I know that re-adjusting the edges are quite tedious (experienced it myself )
@gilesruscoe: yep, but in lowpoly model i use lot chamfer (in future)
@hostillis: i print some wire screen later (midpoly and highpoly), but i repeat, this is my high-poly study work
@Walrus: yes, this is the big error, i do not know how to fix this
What bothers me is the shading, it's really funky and to me quite unappealing. Look at the handle in the last render for instance. That black line running all the way through that handle shape doesn't do it for me. I know there are a few good tutorials for nice offline render techniques out there.
@Dagon: Thanks, the positive comment inspired me!
@kodde: Yea, i create handle first of the model, and not very good. But yesterday i fix this part, new pictures and wired pictures are soon
Although I find the renders horrible to look at, I would first change to background from black to more neutral grey or even a subtle gradient, after that you can take a look on the wiki page lots of good info here http://wiki.polycount.com/Model Presentation
On the model it self good job so far, got a few areas that have some pinching in them that I highlighted in red, and other areas it seams like it's not smoothed highlighted in green.
And as others said soft up the edges in the highpoly, having many chamfers in your lowpoly won't really help on that problem.
It's completly up to you if you want to fix that on this model or on the next project
Fixed part (a little bit)
More fixed part soon!
The comparison may be a bit over generous but he is sure getting there.
@Dagon: You doubt it? Please ask my mom! Well, i see Lonewolf works, and inspired me.
@ES_139: You say right!
@Dismembered: yea, i see this, thanks.
@Alberto Rdrgz: you look this big renders
Please, if you see major bugs in model, say to me. Tanks!
btw what's the actual low poly count? 8-9k?
I IMGUR... :
slight scratches, some dust and dirt into little holes etc.. just gently like in Crysis for example
Still think you can do better with lighting.
Are you using any form or reflectivity? If so, would be nice to have some sweet Fresnel modulated reflections on the lens parts. If not you have a lot to gain from incorporating reflections in your shading, metals are all about reflections.
@tsabszy: compare this model with Crysis masterpieces is little bit strong, but i want add some dirty-scratchy thing to texture, in near future.
@kodde: yes, you say right, the reflections is very important things in hard surface and glass models. I hope, some light and smooth fresnel reflections make looks a bit better, i start working on these!