some notes:
-Holes in the handguard will be capped for the bake, but I prefer to have them open for the hp render
-Need to fix up some edges (mainly scope holder/backup sights), but I'v been looking at this highpoly for a while now and want to do the lp/unwrap first for variation




also tried out some other stocks, but preferred the A2 in the end.

Replies
One question-is it rendered in Mental Ray?
with this material: http://www.polycount.com/forum/showthread.php?t=69829
Reason I posted is that at this rate I expect this to hit 15-16k, and I don't realy know if that is still okay. (with 10k for the body, 5-6k for the scope + riser/holders).
Mainly the front part of the gun/scope wich have most time put it, but I'm kind of wondering if I haven't gone overboard with the amount of segments, or missed any areas that could be cut down a lot already without sacrificing quality to much.
(the whole front part is 1 piece, so under the rail covers there is basicly nothing)
i'm not sure you'll need 15k tris in the end. finish the lp and post it before you uv, i'll point out areas you can optimize.
version 1 of the lowpoly, turned out a bit heavier then expected.
the whole thing just without scope + bipod is 10k
the bipod (2k)+scope (6k) add another 8k, for a 18k in total t-t
after some cleanup I can usually knock off 1-1.5k, but that would still leave me with quite a lot
1. angle and widen the bevels on the high poly and most of these details can be baked to just a simple cylinder. it's far enough away from the camera you can do that.
2. reduce the amount of sides here. it's overkill.
3. you can reduce the amount of sides on these a lot.
4. these are a big waste of tris and will be a pain in the ass to UV. do these floating on top of the rail and bake the bottom one down to just one flat object.
4.5. this rail is incorrect, compare the rail shapes to front rail unit. also do these floating.
5. you can remove these bevels, since the ends are going to be a different UV shell anyway.
6. could be optimized, just make sure it bakes well first.
7. quite wasteful
8. float these knob things, don't cut them into the scope mount
9. the trigger can be simplified on the low poly
10. these don't need to be cut in to the receiver and will probably give you bake issues.
11. looks like this could be optimized but i can't really tell.
12. overkill, you don't need this many sides here. also the edge on the end probably won't bake right.
13. can be optimized
Managed to knock off 2.7k tri's with those points, so thanks a lot for the feedback.
Anyway, found some time today to bake it down (well, actually taking a break from making tree's).
edit: http://i.imgur.com/qn0h2JF.png this looks like a small error
Not really a big deal, But that would be the only thing that would bugg me in the FPS view.
Looking really sharp man
And yeah good catch, it was actually a bit more noticable because the dust cover was a bit offcenter.
From FP view it's not that bad, it's seperate geo because I really didn't want to have that in the UV's twice.:)
But now that you mention it it's kinda bothering me now
might just match up the segments and weld it together, I'll have a look at it.
@RadianceForge
Everything was done in 3dsmax.
Except for:
The lowpoly only AO was done in xnormal (beacuse it's incredibly fast).
The small details were done in Ndo.
A yeah, Looks much better from the FPS view ! I wouldn't let it bother you
For the baking did you explode your model or did you do it by material IDs?
I can never get such an awesome bake hahah :poly142:
I just explode my meshes, haven't really looked into the material ID thing yet, but with the amount of parts this is built of, it only took 5mins or so anyway to explode it.
I don't know know if it helps, but I personally just did the first couple of bakes just really slowly, splitting it up into multiple bakes (splitting of hard parts), and just trying to get each piece as good as possible, and tackling each problem one at a time. (thank god for all those posts/threads by EarthQuake
Wich was very time-consuming (spent 3days on a not to complex prop the first time).
And then later on I started speeding up the process to a normal speed.
So once you get the hang of it I'm sure they will turn out great ^^
Not the most exciting update, but since texturing is my weak point started with doing a "block-in" of the different color/spec/gloss values (and a bit more work on the stock)
probably will go for a fairly dusty, with a little bit of leftover camo on the scope in the recesses to break up the blue.
is that the low poly 0_o
that receiver, is so good!
awesome job man.
That HP... Jesus. I am working on an m39 EBR right now, and can definitely say that that is some of the better HP weapon work I have seen in a while. There is some good stuff out there, but for some reason (may be the awesome render setup you have), I can sit there an be amazed time after time with the cleanliness of it and its crispness. Nice work man. Gotta give it some awesome texture work to back those HP skillzors up naow.
Haven't had the time to work on this further but for pedro (and anyone that sees things that could be done better in fp view).
http://www.polycount.com/forum/showpost.php?p=1870423&postcount=75
a few areas could be improved in FPV with some geo support, mostly for any of those deep indents that are seen at grazing angles (the holes in the fore and the screws in the mounting bracket for the scope both jump out from FPV and break the illusion of being a highpoly model). there's also some wavy lines on the folded rear ironsight which wouldn't be a problem except that they directly face the camera (this is right over the charging handle).
I'll see if I can find some time to fix those areas up, but if I don't I'll make sure to keep the main thing (keeping in mind the viewing angle for insets/extrusions like that) in mind for future things.
Good stuff.:thumbup: