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M4 Assault Rifle

My high res M4 modelled in Maya on a USMC background created in Photoshop

Still more work to do before building low res for use in UDK

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Replies

  • odium
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    odium polycounter lvl 18
    Looks nice, not sure on the technical stuff, I'm not a gun nut :p But some of those edges seem very, very tight for a high poly if you are planning to get a normal map from it.
  • mikelee
    Hi odium, thanks for comments :)
    I am not very experienced with normal mapping, if you have any tips for me that would be much appreciated... i have experimented with the eotech scope and achieved good results by chamfering the edges less than 90 degrees :)
  • throttlekitty
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    throttlekitty ngon master
    Looks good, I'm with odium on the tight edges. It sounds like you're not using subdivision modeling for this? (smooth mesh in maya, polyboost in max)

    The high-contrast background is distracting.
  • S_ource
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    S_ource polycounter lvl 9
    Looks good, I'm with odium on the tight edges. It sounds like you're not using subdivision modeling for this? (smooth mesh in maya, polyboost in max)

    The high-contrast background is distracting.

    Tutbosmooth in max?
  • Rav3
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    Rav3 interpolator
    Looks good but it's difficult to see something due flag background. It'll be much easier to understand what's wrong if you post just black and white render plus mesh without smooth and with smooth. Check references one more time I think there's some proportion troubles partly. Keep it up! :)
  • mikelee
    Hi guys thanks for the feedback :)

    In the images i posted the mesh was rendered in smooth mode in maya. I want to achieve a combo of smooth and sharp edges to keep true to ref images... i have isolated the holographic scope and pulled a few renders for you, once again you comments are welcome as i am trying to improve my workflow.

    thanks

    mike :)780x624.jpeg780x624.jpeg780x624.jpeg780x624.jpeg
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