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Beretta 92FS

I've got a few high poly sections done. I did a blockout to get a idea of proportions before I begin any more high poly modelling, so I'm looking mainly for criticism on the proportions. The gun itself seems a little too wide, but I'm not sure. Thoughts?

temp-1213_zps13882bb4.jpg

Replies

  • DWalker
    I'd have to agree about the width; fortunately, this is a fairly common weapon, so it's pretty easy to get accurate measurements.
    92-S-P-E-C-S%281%29.jpg
  • AlexCatMasterSupreme
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    AlexCatMasterSupreme interpolator
    Go to local gunshop and take pics or look at it? But I mean if you have a side view it should be fine.
  • ausernottaken
    Got most of the high poly done. Progress has been slow due to work and things. I eventually plan on going back and adjusting the edge sharpness to make it more consistent.

    oMzyLub.jpg
  • ausernottaken
    I got a really rough UV map and projection modifier on it so I could see how it might look. Most of it seems to be baking okay, but there are a few problem spots.

    I'm getting these seams with Xoliul's viewport shader and in Cryengine 3. It looks like to me what would happen if you were to have two different smoothing groups on one cluster, but they have different smoothing groups and are on separate UV clusters. The projection cage is as tight as possible in this particular spot, so I don't understand what could be causing it.

    temp_zps5f08f1f7.jpg
  • Pedro Amorim
  • KnechtRuprecht
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    KnechtRuprecht polycounter lvl 6
    I think you dont need different smoothing groups on this place, let the normalmap do the work. (correct me if I'm wrong)
  • ausernottaken
    how are the uvs?
    The UV clusters are separated by smoothing group. And since we're on the subject of UV maps, used flatten mapping on my model and none of the clusters have a 1:1 width/height ratio. They are all stretched, so I have to apply a checkerboard texture and stretch them so the checkers are square. Is there a faster way to do this?

    EDIT: I reset the X-form and it fixed both issues. Time to unwrap again, I guess.
  • ausernottaken
    Got everything baked out and cleaned up. Early texture WIP:

    BRaJpSW.jpg

    vk77hM8.jpg

    Triangle count is just over 3,000 I think. Maps are 4k at the moment but will probably be reduced.

    By the way, if anyone knows how to get 3ds max to fill in the intersecting geometry with black when baking an AO map, that would be great to know.
  • garriola83
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    garriola83 greentooth
    good start, i'll follow this.
  • joeriv
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    joeriv polycounter lvl 7
    By the way, if anyone knows how to get 3ds max to fill in the intersecting geometry with black when baking an AO map, that would be great to know.

    Could you maybe show a screenshot of what you mean?
    I always bake a seperate AO of my lowpoly only (no projection or anything), that gives you shadows where things intersect (and then a little bit of PS levels/brightness adjustment), if that is what you mean.

    Looking really nice so far :)
  • VeeJayZee
    Whoa, slick bakes you got here. I can't wait for the progress. I really like the way you did the grip. Its so clean!
  • Amsterdam Hilton Hotel
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    Amsterdam Hilton Hotel insane polycounter
    By the way, if anyone knows how to get 3ds max to fill in the intersecting geometry with black when baking an AO map, that would be great to know.
    Unfortunately this can't be done with the scanline renderer. mental ray or an outside baker like xnormal treat it correctly and black it out.

    bake's looking very good. 4096 seems real high, even if you're going to ultimately size down to 2048 you might want to throw tons more geometry on it (3k tris is fine for a pistol but if you're gonna be going whole hog with a 2048 you might as well bump it up and perfectly round out everything).

    how's it look from FPV? it was definitely looking too wide in the blockout stage
  • ausernottaken
    joeriv wrote: »
    Could you maybe show a screenshot of what you mean?
    I always bake a seperate AO of my lowpoly only (no projection or anything), that gives you shadows where things intersect (and then a little bit of PS levels/brightness adjustment), if that is what you mean.

    Looking really nice so far :)
    There is a little halo around objects that intersect because the area is not filled in. Filling the holes manually is very time consuming.

    temp_zpsb48c0448.jpg
    how's it look from FPV? it was definitely looking too wide in the blockout stage
    It still looks a bit wide, but when I lined it up with my reference images, it seemed to have the correct width.
  • Quack!
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    Quack! polycounter lvl 17
    I normally don't comment on texture res for folio work but, 4K maps are extremely overkill. 2048 maps on a pistol have more pixels displayed in FPV then a 1080p screen allows. At most, pistols, even 'next-gen' ones will use a 1024x2048, because their size is so small the screen can't display the pixel density of a 2048. I recommend working at 2k at most to save time and resources so you aren't creating details that will never be seen.

    With that said, that minor halo you see will never be seen by a player, and will get lost in your pixel resolution. You should never zoom in that close to your model, because you are just wasting time. Model and texture it from a distance that will be seen in game, to save your sanity.

    If you truly wanted to fill those areas with black, then just bake a diffuse map out of your program with those accessories diffuse color set to black and the rest set to white. Voila! Mask!
  • Fizzly
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    Fizzly polycounter lvl 8
    By the way, if anyone knows how to get 3ds max to fill in the intersecting geometry with black when baking an AO map, that would be great to know.

    Have you tried ticking the box 'Force 2 sided' at the render settings? This works for me, when I bake AO using scanline/skylight in max.
  • CougarJo
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    CougarJo polycounter lvl 6
    Nice bake :D I particularly like the mag release!
  • ausernottaken
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