hey guys
just spent a good 2 or 3 hours working on this overly high poly model of a Thompson sub machine gun. i still have to model a hand grip for the barrel and a drum magazine for it. the plan from there is to make a low poly mesh to bake normals to. then texture it and get it rendered in marmoset.
im new to modeling mechanical stuff most my other work is flesh and bone characters. so any advice you feel like giving would be awesome.
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i have made the high and low poly models in maya. here they are side by side.
as for the normals baking i have gotten what i believe to be really nice results using x normal.
here is the result of baking maps for the stock of the rifle.
please note i am baking all the separate parts out to their own maps then combining it all into one after everything is baked. my reasoning is the same as why you paint a texture map at like 2k then resize to 512.
is this a waste of time or good practice ?
and it looks like youre not using any subdivision are you?
is there any benefit ?
ive started texturing, almost finished defuse just got a few small details to finish off then on to the spec map
All those soft edges, even though it's metal, are needed. You get the nice polished look on the wood, the smooth rounded edges of the metal and additional scuff marks where the corners and edges may of been rounded off through general use.
edit: swapped image for an actual real gun.
i have gotten a much better result because of this. i purposely avoided using zbrush because i wanted to try my hand at a high detail mesh in maya, in future i will definitely go to zbrush to add extra details. the gun still has some hard edges but i believe it is due to the 1.5k polycount. i didn't want to go much higher than this as i was treating the model as a game asset and wasn't too sure on how high i could go.
I learnt alot making this and feel that for my first firearm model i got a good result.
thank you again for the explanation, i will keep them in mind next time i attempt to create another mechanical object.
here is my final result. i would love anymore feed back you can give me, thank you.
nowadays you can go up to 10-12k polygons....6-7k is pretty good number imo