hi, first time i make a thread here^^, i'm making my own concept of a sci fi gun, high poly is finished busy with low poly now. I was hoping i could get some feedback. thx in advance, have a good day. [IMG][/img] Uploaded with ImageShack.us
Looks cool. I fixed that image for you. On imageshack, right-click on the image and a url will pop up; this is the url you should use for the embedded image. <removed image to give the op control>
I think the pistol grip is fine. This is a sci fi gun so there is literally an infinite list of creatures that could be holding this depending on what the creator had in mind. I say roll with it, what may not be comfortable to a human could be comfortable to an alien. Not everything has to be absolutely perfect for human use!!
thx guys, @Enerd there is actually the same as you drawed but there is something in front of it i'll upload a sideview later on^^ @bcottage i used a carpaint material with a daylight rendered with mental ray and i multiplied an ambient occlusion in photoshop
ok finished my low poly i still think it's a bit 2 much but i can't seem the find any more places where i can save some polies anyone who could help me with that?
[IMG][/img]
I would assume its the floaters that put in allot of tris so if you want to bake them only you would save allot. And i would probably also remove some of the small extrusions on the barrels since that would most likely not even be seen by the player. The hp looks really nice.
IMO there's a lot more optimizing you could do to your lowpoly model. The small details on the gun can be baked from the high poly model and you could probably shave another 1.5-2k by going through and removing more edge loops that aren't really needed.
What helps me is rotating the weapon so that I get a first person shooter kind of view... then i get to see what is wasted polys and what isn't. Hope this helps GG so far
added: I also agree with ENerd, the grip looks very awkward and even though it's a sci-fi weapon, everyone is going to assume a human is going to be holding this and it's going to be very awkward.
sigh i've been busy with my internship, so i've had to work on it after my shift was done and the baking process took forever xD but i learned alot from it and i'm actually pretty satisfied with the result let me know what you guys think
Your normals look really, really, crazy broken, maybe you need to flip your X or Y channel? The texture isn't very nice either, looks like random scratches on autopilot, materials don't really read. Take your time with it. Read up on baking and smoothing groups/UV island relation, then I'd suggest millennia's weapon tutorial, particularly the texturing part.
The HP is immense, no escaping that. Really good job there.
i don't get how you say they are broken, because they show fine in marmoset i can show you if you want and i've asked multiple people what material it resembles and they all said it was meta.i really don't have a clue what you mean but i appreciate your critics i thought it was good i guess not
Have a really good look at those marmoset renders you posted. There are dark spots all over them, flat areas are reading as bent, highlights are showing up on the wrong side of curved surfaces, the whole model is being lit incorrectly.
First off, try flipping the green channel in marmoset.
i don't get how you say they are broken, because they show fine in marmoset i can show you if you want and i've asked multiple people what material it resembles and they all said it was meta.i really don't have a clue what you mean but i appreciate your critics i thought it was good i guess not
O.o Easy there. If the green channel is inverted it's just a matter of flipping it. No need to get so defensive.
Don't let it get you down! Read/watch this stuff, helps explain normal maps, projection, cages, smoothing and all that stuff. You should keep going with this until you've got the experience and knowledge to produce the best possible normal bake for any given situation.
yea i know but i was kinda satisfied with it, i really had no idea i had to flip the channel, i'll have to redo my texture so this is one with the flipped normals
it looks a little better, but it still doesn't reflect the high-poly very well, and there is still a bunch of areas with broken lighting. Can you post a pic of the mesh with only the normal map applied on a flat grey material and a bit of specular to help the normals read easier?
unless someone finds something that still needs to be improved i'm considering this done, although feedback is most appreciated. thank you everybody for helping. i've quite learned a lot with this.
I think its looking pretty good. As for crits, it looks like you've tried to make it look worn, but I think you could push it a bit. Maybe scratches along edges and stuff like that would help.
The darker grey/brown follows the panels in the gun, which is cool. At the front, where you have like a triangle, it looks odd there because it doesn't follow anything.
I think you should work on those holes in the middle. They don't look convincing to me. Not sure how to explain it, but they just look too much of a flat black.
Replies
Yeah, in that case it's fine ^^
[IMG][/img]
What helps me is rotating the weapon so that I get a first person shooter kind of view... then i get to see what is wasted polys and what isn't. Hope this helps GG so far
added: I also agree with ENerd, the grip looks very awkward and even though it's a sci-fi weapon, everyone is going to assume a human is going to be holding this and it's going to be very awkward.
The HP is immense, no escaping that. Really good job there.
Have a really good look at those marmoset renders you posted. There are dark spots all over them, flat areas are reading as bent, highlights are showing up on the wrong side of curved surfaces, the whole model is being lit incorrectly.
First off, try flipping the green channel in marmoset.
I like your HP, looks cool...
http://www.handplane3d.com/videos.html
http://wiki.polycount.com/NormalMap
The darker grey/brown follows the panels in the gun, which is cool. At the front, where you have like a triangle, it looks odd there because it doesn't follow anything.
I think you should work on those holes in the middle. They don't look convincing to me. Not sure how to explain it, but they just look too much of a flat black.
How that helps.