WHY / GOAL
I've been trying to model some guns lately. I really want to perfect my workflow in this. with the main focus on the texturing.
So now i wanna test this out in the public and see if I am doing it correctly, or that i still have a lot of errors.
WHAT
I'll be trying it out on this rifle. A Custom Winchester Mare's leg
Reference:
I really like the one in the upper left corner. then again its gonna be a mix of parts anyway
and because of this i think the modeling will not be 100 accurate on all places. (sorry for that heheh)
HOW
This s my basic workflow for now:
1. Make a base mesh in Maya.
2. Make a duplicate of that mesh, which will be optimized later.
3. Making the first model Zbrush ready. (subbed test)
4. adding all the Z stuff
5. Making it low-poly and Optimized
6. UV Map
7. Baking normals and Dirty AO only (I think i will be needing help here)
8. Adding detail with nDo or something (I really like nDo 1 to detail guns)
9. Baking other maps
10.Texturing ( this will be my main focus)
Anyway please give some commends, pointers, critique or any shout out on this. it will be appreciated
Point 4
hmm not really knowing what i wanna do in Zbrush. I detailed it a bit but i can't get the high quality detail in there. with out being afraid for the bakes that will come out of it.
So here's an other update. and i think i will start on the low-poly
Eeeh i don't know if i have to thank you now. but i will So thank you for noticing my background.:poly121:
It fairly easy i mean Choose main color search a grime or cloud texture. erase whats not needed
Right took sometime to test some Normal baking, had some very nasty errors:poly127:. ( i thought it all would be clear after reading EarthQuakes threads on normal maps)
But no
Anyway this is the result
please comment on the modeling baking or any other error or fault you see.
thanks in advance
Replies
WHY / GOAL
I've been trying to model some guns lately. I really want to perfect my workflow in this. with the main focus on the texturing.
So now i wanna test this out in the public and see if I am doing it correctly, or that i still have a lot of errors.
WHAT
I'll be trying it out on this rifle. A Custom Winchester Mare's leg
Reference:
I really like the one in the upper left corner. then again its gonna be a mix of parts anyway
and because of this i think the modeling will not be 100 accurate on all places. (sorry for that heheh)
HOW
This s my basic workflow for now:
1. Make a base mesh in Maya.
2. Make a duplicate of that mesh, which will be optimized later.
3. Making the first model Zbrush ready. (subbed test)
4. adding all the Z stuff
5. Making it low-poly and Optimized
6. UV Map
7. Baking normals and Dirty AO only (I think i will be needing help here)
8. Adding detail with nDo or something (I really like nDo 1 to detail guns)
9. Baking other maps
10.Texturing ( this will be my main focus)
Anyway please give some commends, pointers, critique or any shout out on this. it will be appreciated
thanks in advance
hmm not really knowing what i wanna do in Zbrush. I detailed it a bit but i can't get the high quality detail in there. with out being afraid for the bakes that will come out of it.
So here's an other update. and i think i will start on the low-poly
more views
Comments are very welcome
Thanks
It fairly easy i mean Choose main color search a grime or cloud texture. erase whats not needed
hope that helps
Ill play around with a few ideas this week
But no
Anyway this is the result
please comment on the modeling baking or any other error or fault you see.
thanks in advance
Bertmac
Basic Bake
UV Mapped and low-poly Wire render.