my man, I'm sure this thing looks great but it's so hard for me to tell. I think you'd get more / better feedback if you did a proper high poly render so more details can be made out. These screencaps are just flatshading and specular highlight.
@Deforges I feel you man, but it`s not ready yet for rendering, need to finish it first, and its time consuming to render this kind of stuff just for the sake of feedback.
The detail & modeling work is fantastic it is dope. If I had to critique I would say you can definitely lighten the poly count but i guess it wouldnt matter if it were to be baked down to a normal or if this is just hard surface practice or something
@Bigg__D Thanks man, i dont care about the polycount when i model high poly stuff, and i dont bake any normal map for this one, just keyshot materials on the high poly
This is bad ass , I like the kind of smooth section at the back (if that makes sense), and the barrel changes the ooks much more lethal with the spine kind of shapes down the side. It will be nice to see it all textured up when you get around to it
looking really cool! seems quite dark though and a lot of the shapes are getting lost in the background. the renders would really benefit from some rim lighting.
@wormo Thanks dude! I think you are right, I`m going to re-render with a simple material and more light in the scene to show the details more and without fancy glow, post process stuff.
@Metroplex_art Yeah it will, i have finished unwrapping everything, and i will texture this for real in substance painter, i want to see if its possible to texture this 12 mill poly model and 10 uv sets each 2k or 4k. The unwrap took 1 full day and it was a nightmare. For packing i used Unfold3D, it`s amazing and super, mega fast.
Haha yeah, you build a complex model and it hits home when you have the UVs to layout. At least there are some great plug-ins/ software to speed it up somewhat. UV's look nicely packed, did Unfold help a bit with that at all as a starting point? I've read on forums etc. that it's good software.
Hi guys, i have finally managed to finish the uv`s and bring everything in substance painter. Until now SP eats 6 GB Ram with everything baked at 4K rez. I hope he doesn`t eat 32 GB . First test and material for one module almost finished. Rendered in Iray.
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I feel you man, but it`s not ready yet for rendering, need to finish it first, and its time consuming to render this kind of stuff just for the sake of feedback.
Hi dude, thanks! I`m up for C&C all the time if is something that improve the design:)
Thanks man, much appreciated.
Ok, so here is the final high poly, I had so much fun doing this one:D, next beauty renders.
Thanks man, what hole ? You mean the center piece? It`s some sort of laser pointer but more in a sci-fi way
Thanks man, i dont care about the polycount when i model high poly stuff, and i dont bake any normal map for this one, just keyshot materials on the high poly
Test render. Random BG
Hey man, thanks. Real texturing maybe later, but for now i finished rendering the high poly in keyshot, here are some screens.
More on my artstation. https://www.artstation.com/artwork/2eYkK
Yeah it will, i have finished unwrapping everything, and i will texture this for real in substance painter, i want to see if its possible to texture this 12 mill poly model and 10 uv sets each 2k or 4k. The unwrap took 1 full day and it was a nightmare. For packing i used Unfold3D, it`s amazing and super, mega fast.
I've read on forums etc. that it's good software.
Thanks man, in Unfold3D I only used the pack feature, the uv`s were already done in 3ds max.
Rendered in Iray.
Thanks:>