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I've been doing a lot of vehicles recently and thought I'd try my hand at a weapon. I've had ideas of a sniper rifle bouncing in my head for awhile and since I don't have excellent concept painting skills I trimmed elements from sniper rifles I like and mashed them up. Here's my concept:
Looking at the concept I know there are a lot of flaws like the ejection port not lining up with the magazine, the barrel and frame are skewed as well as other parts because of different perspectives from each image. No matter though I still managed to get a decent block out with some details added. Here it is:
Right now I know the wires are very messy and I will clean them up, I just wanted to get a better visual of the rifle in 3D. Up to this point I'm happy about the look but I know I can push it further.
I do have a few questions for you all, assuming this goes into an FPS would a tri count of 9k be too much too little?
C&C are appreciated as well! Thanks
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I'm personnally leaning towards the green and I was thinking about painting the barrel as well rather then keeping black or grey.
Let me know what you guys think!
Let me know if I'm on the right track! Please?:shifty:
Made the grip and frame all one piece rather then 3 separate elements.
The view angle on these images have been altered :poly122:
I've only done a few bakes, I'm using xNormals, and here's the result so far:
I was using Marmoset to test bakes, but they never looked right. Then I brought them into Max and rendered using Mental Ray and got the above now I'm not sure if the normal map is bad because it doesn't work in Marm as well as in Max or because I don't have it 'synced' if thats the right term :S
Either I know there are many problem areas like here:
Could use all the help you guys have, this is only my second normal mapped asset but my first wasn't so great so really this could be my first( if it's that bad )
I'm starting to think the reason my normals look bad in those places are because of the UVs. I should also have the shells split with Smoothing groups but I'll check that again soon.
Comments and critiques are welcome/requested :P
... but my eyes are gettin tired ><
My own opinion though, and this may not go along with the design of your weapon, but if you change that olive green receiver and grip to a dark wood with nice glossy polish, I think it'd look perfect To compliment that even more and make it nice and even, the scope should be a high gloss metallic black.
/drools that rifle would look beautiful like that.
Excellent work otherwise!
I'm also not a big fan of that piece under the foreguard..looks like a stick on piece.
*EDIT; Current;y there is only a Diffuse and Normal map active, no spec yet.
Especially the cracks.
Thanks for the support
The specular power is way too high, it looks like you took 5 layers of clear coat polish on the gun. Bring the specular texture down darker and bring the specular power/exponent down.
Unfortunately the texture does need work. However one thing does concern me. If you want to make a stone character to compliment the texture because you don't know how to make a metal-looking gun then you haven't really learned anything at the end of the day. My advice would be to follow some of the tutorials that have been floating around. Racer445's metal tutorial has some fantastic principals but his video on the bottom is one of the most helpful and entertaining tutorials I've seen. Good luck