Hey everyone, I have been working on this for a little while and want to get some crits. I am pretty sure I have some loops which are probably too tight and am in the process or hunting them down and changing them. This is going to be my first FPS weapon so I am trying to cater it as much as I can, but I am hitting a road-block as I have never done it before.
Anything which would make this a better portfolio/game piece would be very much appreciated.
Estimated POV angle.
Replies
As for the bipod it does fold forward. After trying to move it into position I realized I need to modify the plate a little more as it penetrates the mesh if I try. Thanks for pointing that out. Also, I found need to integrate the barrel into the muzzle brake or at least change that up a bit as it looks odd.
Thank you for making me take a closer look into it haha, much better to find this out now than need to modify my low poly significantly later.
Also, if anyone who has made high quality work I do have a question.
What is your pipeline? I am still relativly new to the high/low pipeline and I work like this.
1. Blockout for proportions
2. Mid Poly (Making some details but none of the supporting edge loops)
3. High poly
4. Low Poly (Either start from the mid poly or create a new mesh)
5. Unwrap
6. Bake Normal/AO
7. Texture
I am looking for new ways to speed up my workflow and would appreciate any advise you all have.
Full disclosure, I am starting to think I may have folded them the wrong way haha. Though the second picture makes it look like they do fold inward. I am not 100% sure
And the majority of the weapon is based off of this weapon. Savage 110 I grabbed a pic of the stock meeting the main body. I do agree though, it is one of the weaker points of the model and I have been thinking of ways to make it look more secure/strong.
EDIT*** Added my loops
This is all stuff I should probably worry about as I go down the line, but I like to try and plan it out so there isnt going to be a ton of UV re-packing in the future.
My personal philosophy is that if the tiling is unnoticeable, tile away, but a little noticeable tiling is excusable (look at Battlefield 3's weapons) in exchange for texture resolution. All this to say I'm not sure what the best way to go about unwrapping your model is, but you're thinking like a game designer!
Any input would be appreciated.
***EDIT: I swear that gray one is unwrapped, I just did not put the material on it.
Normal and AO only
Normal/AO with tiled metal diffuse