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Next Gen Gun modeling & texturing

Hi, I'm trying to refresh and enrich the portfolio of new work at a higher level so I started from the gun, inspired by the work of a great artist whose work I found on the web. So any comment, technical tips etc. on my work will be very pleasure :) thanks very much.

poor, unemployed graphic artist from Poland :)

Step 1 - find some references

http://cghub.com/images/view/192398/

Step 2 - low poly modeling & uv mapping

Przechwytywanie+w+trybie+pe%C5%82noekranowym+2012-11-29+102154.bmp.jpg

Przechwytywanie+w+trybie+pe%C5%82noekranowym+2012-11-29+110316.bmp.jpg

Step 3 Preparing for scupult / highpoly

Przechwytywanie+w+trybie+pe%C5%82noekranowym+2012-11-29+102308.bmp.jpg

greetz & thx
Chris

Replies

  • BARDLER
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    BARDLER polycounter lvl 12
    You should put a UV check grid on your mesh, free all over the internet, because it looks like you are going to have some mega distortion on those cylinder polls.
  • odium
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    odium polycounter lvl 18
    I would sort that UV map out first, waaaay too many pieces and way too much waste.
  • AimBiZ
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    AimBiZ polycounter lvl 14
    Second on the uvs. Looks like you got some repeating elements on the model as well which could be layed over each other in the uv's to save some more space.
  • ekstazjon
    :) thx a lot :D

    I divided object and then connect it to a mirror, is it good?
    You mean UV grouped according to the parts lying next to each other? How to deal with all the screws UV's?

    thank You All:)

    here 'view of the current UV Checker imposed

    Przechwytywanie+w+trybie+pe%C5%82noekranowym+2012-11-30+204637.bmp.jpg
  • AimBiZ
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    AimBiZ polycounter lvl 14
    Well, if your model is symmetrical then mirroring is a good idea.
    You should show it at different angles. Will be easier to help.
    I don't mean grouping, simply laying identical pieces on top of each others. May or may not work for your model, just a little tip.
  • Quack!
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    Quack! polycounter lvl 17
    Contrary to popular belief, your uv layout isnt he issue here. You have way to many fine details in you low poly that are not contributing to the silhouette of the weapon. This in turn is making your uv space crammed making you lose resolution and creating tons of seams. Place this weapon in the view you are aiming for, first person I assume, then take note of all the small details that are completely lost that are In your low poly, delete those and bask in your new found space for the rest of the uv shells..
  • djgardner
    The rivets, nuts or bolts you have can be added in a normal map. They're unnecessary geo for a low poly model.
    Don't take this wrong, but it also looks like you unwrapped the main pieces of the gun, and then did a flat mapping to all the harder pieces, and did a auto pack of the uv's. This is why you have pieces all over the place, with no real meaning of where they belong. Could you submit an updated picture of your uv's, when you fix them.
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