Hey guys, I thought I'd start working on a Spas 12. I've made a good start on the high poly and thought I might as well get it on here and keep this thread up to date so that people could spot any problems that I haven't seen.
Any tips, tricks or critiques are more than welcome.
Thanks guys
Replies
Thanks for the comments
Baking normals works better when the edges are smoother or more rounded. If they are too sharp then you will get artifacts or shitty bakes.
Just loosen up the edges if you intend to bake it down, if not then it doesn't matter.
Good work so by the way, looks good!
Please feel free to leave any feedback, even if it's only ideas for how to make the gun look cooler
I want to model a modified Aliens Pulse Rifle (shares parts of the spas) and this makes me want to get to it but i use max and still don't get the best bakes either in max nor in xnormal.. :P
Mr_ace - Thanks man!
Small update anyways, I've put a little bit of work into the top of the gun and popped the front sight on.
Also that bit in front of the trigger guard is a part of the trigger guard and uniform width with it: refs. It only appears to differ in widths because there is a safety lever on one side.
Looks like your still not done, so I won't point out missing pieces, but there's plenty more refs on the gunbroker site. Just search for them and ya should fine more than plenty.
@Yogensia : With xNormal, use a cage generated from the 3d viewer, global extrusion - make sure it extends from the low to entirely encapsulate the high - save the meshes as sbm, bake using those. Process Explained: http://www.xnormal.net/Tutorials.aspx in video "Ray distance measurement method 2A: xNormal built-in cage editor" Cage does a much better job than raycasting normally, this is pretty much the process to get a good bake. But it also depends on: where your uv seams are, where your hard edges/breaks in smoothing are, and tangent and polygon normals being the same in every engine, and sometimes having control edges to avoid distortion and warping between sharp angles (example: End caps of cylinders are 90 to the cylinder body)
Very solid and clean , I was curious though as to how you approached the process of holes inside your gun especially the rectangles because usually what I do is make a bunch of swift-loops for the places I want the holes, then inset and work from there but usually this produces a lot of pinches and I feel like I have to go in and do dirty work by manipulating a bunch of looping
I've also made a few changes to the Grip/handle, I don't know what it's called as it wasn't quite the right shape and I agree with your feedback Maximumproduction on that, hopefully this is better?
Also I think you just described exactly how I put holes into hard surfaces, some of the holes I just had to remove/add edge loops until the holes would smooth properly without pinching.. Some can be a total pig to get right :P
I still have loads of little details to do but here's a another small update, please feel free to point out if I'm going the wrong way with anything.
Thanks for the awesome crit guys
Any feedback is appreciated