Hi all. Here is some "epic" gun I was working on:). Hipoly model is completely finished but I have some doubts about lowpoly version.. Honestly, I want to keep all details but i dont know how much I need triangles for this..
I think polycount will be about 14-18K tris, and this is it's too much so
i will post in this wip low poly progress so maybe you help me optimize this model for good render.. render in UDK..
No refs. Base mesh in maya, then import in mud.. all design work was done in mud, but here is some inspiration link that i used))
[ame="http://www.youtube.com/watch?v=b0m3In8YCts"]Beirut - Elephant Gun (live at Poland) - YouTube[/ame]
fucking awesome modeling dude!
But i mean, the render angle is quite strange.. would prefer a FPV render and a side shot. cant see the details in the render you posted
I'd say if you want to keep the details on your LP, then by all means 14k is not too bad for a weapon, especially if it's a portfolio piece as kick ass as this. Next gen weapons will likely be edging on this density if they don't use that much already. So i really wouldn't worry about it.
Plus with the new updates to UDK normals, you won't need to seperate the mesh into smoothing groups on hard edges, meaning UDK won't generate extra verts and cause a possible corrupted mesh when it's brought into the engine with too many verts than it can handle. (happened to me a few times).
WOW! I think I died and this is subd-heaven! I wish you made a video on how you achieved your model. All those crazy shapes. I can't see myself being able to connect all those shapes. This is sick. Will you subd-marry me?
Impala88Oh, man, i think 14K tris - is lower threshold))..will be much more triangles i think..
and i wil creare hard/soft edges when i baking so mesh in udk will be hard/soft to, or I do not understand something??
tacit mathNo problem, but I often rewrite my work files and that's all I could find
LowHah, but i think this is subd-hell))) and where are we going to live when married?
GOD I love this technique. Gotta give that workflow a try- it yields such interesting results. to someone that doesn't know, it looks like you have some sort of alien brain, capable of incredible feats of organic modeling and forethought. inspiring is an understatement.
holy cannoli!!!!
you're awsome. i love this style. reminds me of the works of vitaly bulgarov, but it's really, really cool! love the desing and the details!
pernaI think i can make 5K or even 1k tris in final lowpoly, but as you said earlier - there are so many detail.. i mean If they will not be visible in final lowpoly it will be disrespect for my hipoly work..
This gun for portfolio and I think that I can have this point of view)
The rest of what you said you're right, and it would be nice if you give me a couple advices for optimizing, because when I'm creating lopoly I'm doing a test bake with major or problem pieces of geometry and if I am unhappy with the result i add some edges)) So I am completely satisfied with lowpoly that you see here...
How is it that you get booleans to work so cleanly? I'm a bit of a novice but in my experience booleans seems to result in horrible messiness everywhere.
Is there a particular way of using them, or have you just tidied up the extra vertices and stuff really well?
Why isnt this
1. In a video game
2. A dyson vacuum.
Maybe this isnt information something people generally give out. But i just started Zbrush and could use all the tips i can get. Is your workflow something like ---> Concept Mesh in (Zbrush) --> then model in maya --> then back to zbrush for detailing?
I'd love to find out more!
Again freaking amazing.
If you wanna justify the high polycount on your low, you could animate firing, sprinting, iron sites, and reload animations to show all of that detail. Think Killzone 2, Crysis, Halo, and Resistance. Also a gun this size can take up more screen space and occlude more stuff in front of it, a la the fuel rod cannon in Halo. Most guns in Halo seem to take up nearly 1/6 of the screen, but bigger cannons cover nearly 1/3. You can also consider stationary mounting, so the level designers can limit the number of other objects potentially in view.
Just tying to learn a little bit more from your skills.
I know you showed the alpha texture for your cables, but could I ask, were the cables made in Zbrush?? And if so how do you get the texture to evenly apply to them?
Replies
I second that.... Dat render... That is some legit hard surface work you have here. But that render. Very very nice!
[ame="http://www.youtube.com/watch?v=b0m3In8YCts"]Beirut - Elephant Gun (live at Poland) - YouTube[/ame]
demilich no, this is maxwell render..
But i mean, the render angle is quite strange.. would prefer a FPV render and a side shot. cant see the details in the render you posted
Pedro Amorim I will render final lopoly version from any angle that you want
Plus with the new updates to UDK normals, you won't need to seperate the mesh into smoothing groups on hard edges, meaning UDK won't generate extra verts and cause a possible corrupted mesh when it's brought into the engine with too many verts than it can handle. (happened to me a few times).
and i wil creare hard/soft edges when i baking so mesh in udk will be hard/soft to, or I do not understand something??
tacit math No problem, but I often rewrite my work files and that's all I could find
Low Hah, but i think this is subd-hell))) and where are we going to live when married?
some update
Cheers
you're awsome. i love this style. reminds me of the works of vitaly bulgarov, but it's really, really cool! love the desing and the details!
love the style. awesome job!!
This gun for portfolio and I think that I can have this point of view)
The rest of what you said you're right, and it would be nice if you give me a couple advices for optimizing, because when I'm creating lopoly I'm doing a test bake with major or problem pieces of geometry and if I am unhappy with the result i add some edges)) So I am completely satisfied with lowpoly that you see here...
http://screenshooter.net/1755150/22_08_2012__19_27_14
http://screenshooter.net/1755150/22_08_2012__19_27_14
Are you doing them in Maya ? Can you show it plz ?
How is it that you get booleans to work so cleanly? I'm a bit of a novice but in my experience booleans seems to result in horrible messiness everywhere.
Is there a particular way of using them, or have you just tidied up the extra vertices and stuff really well?
Why isnt this
1. In a video game
2. A dyson vacuum.
Maybe this isnt information something people generally give out. But i just started Zbrush and could use all the tips i can get. Is your workflow something like ---> Concept Mesh in (Zbrush) --> then model in maya --> then back to zbrush for detailing?
I'd love to find out more!
Again freaking amazing.
Dat' edge flow.
I know you showed the alpha texture for your cables, but could I ask, were the cables made in Zbrush?? And if so how do you get the texture to evenly apply to them?
Thanks!!
Booleans you say? hmm I think I'll give it a try, I've always been told to stay away from those lol