Hi all,
New to polycount. This is nearing completion so I'm throwing it out there for some artistic critique, there's a couple of things I'm not 100% happy with, and I've still got to texture the powder flask, spanner and musket ball.
The Arquebus is around 10k triangles atm, this is the high res version. which is the basis for the 3rd person model and 1st person model (unseen faces deleted and UVs optimised for the 1st person model, optimized heavily for the 3rd person model). Eventually I will animated it and make an attempt at getting it into UDK as a usable weapon.
Looking for more artistic critique than technical, but I'm open to both. I'm really interested on what others think, so critique away!
Mood-board showing some of the reference I used
High poly
Wireframe
FYI, the renders are done in max, they look the same as the Xoliul's viewport ones but without the horrible aliasing (is there a way to get rid of that?) The final renders will be done in UDK or marmoset.
Replies
If you have an idea how big the weapon will be on screen in game, you can tweak the fine details to show up better (i.e. the metal parts). Maybe increase the contrast in this area or simplify the ornamental work a bit. Another suggestion... try polishing up the metal just a bit and up the spec so it grabs more light. This will help differentiate it from the wood. Either way, I think toning back the grime on the metal would help.
djoexe: Thanks, I hand painted all the ornamentation on the barrel, based of the many references that I found.
Kon Artist: I agree, I think upping the spec will help. Once it's in UDK it should have a cube map, and I'll have a much better idea on how the spec will react. Having not looked at it for a while and going back to it, I think toning back some of the dirt on the barrel will help too. At the moment the spec on the wood is fairly high, so I might tone that down a bit.
I'll post some ideas for the first person and iron sight viewpoints soon.
This should give you a rough idea of what the animation will look like. http://youtu.be/l_shK4N-5N8
Thanks
next step is getting it all into UDK as a working weapon