**Current Progress -
5638 Tri's -- Very early materials still.... so much to do, but I gotta step away from it for a little bit.
UDK
Using Maya Viewport 2.0
Hey guys, I'm wrapping things up on this MP5K that I've been working on the past week, and I'd like some critique.
This is the current progress on the Highpoly, it's mostly finished. I'm currently adding anything I may have missed, and adjusting any edges that may be too tight. I've tried to keep most of my edges as fat as I could in order to bake down properly when I create the LP.
I plan on adding any missing surface detail to the normal map with Ndo.
And if you got any suggestions on cool stuff I could add to the gun, let me know!
If needed I can post more renders, just let me know.
I'm shooting for a LP of ~10k tri's with a final texture size of 2048 for the gun. The holographic attachment will have it's own material sheet.
Thanks all!
Replies
Regardless, your HP looks hot. Looking forward to seeing more
And the transition between the upper receiver and the eject port cover is too smooth, it looks like it will not move to eject the cartridge.
Maybe you could make the cover in another object ?
@elykk - Glad you like it, looking at the flashlight, I did miss a few things that I need to add, as well as adjust the scale of the flashlight and grip.
The ejection cover issue I'm having trouble understanding what exactly you mean, but I'll post a few pictures of the problem areas you mentioned as well as my references used as soon as I can to get a better understanding of whats wrong.
Thanks all for your comments!
Your images are already in the GIS list for mp5k.
I'm no guns expert, but the grip looks off to me. I would think that it would be a seperate attachment, screwed in at the bottom of the body. You have sculpted it as if it were a single molded unit. Is this correct? I truly have no idea other than a feeling to go on.
Grip - Quick screen grab from Maya - Adjusted the scale of the flashlight, as well as the grip area to (hopefully) more accurately represent my reference.
The Ejection port - This part is actually a separate piece. Should I add another edge loop to harden the transition? Or Straighten that area out completely? That transition between the upper and lower receivers was kind of another area I had to wing it on, and most ref's looked rounded.
@Walrus Thanks I'm glad you like it, I should have it baked and working on the materials soon.
@DarkKni9hT, the grip is actually a separate piece, It's held up by the screw hole you can see in the picture, and I believe it actually fits around the barrel as well. I couldn't find any reference to support that belief though so I could be wrong haha. I modeled the gun so that, if I wanted to, I could completely take that attachment off and use a rail system instead.
I have actually started working on the Low poly for the model. Currently it's at ~5.7k without the Holo, still working on that piece currently. The Holo is looking to be at about 900 - 1000 I'd say, so I'm well within my 10k limit. Right now on the Low im trying to figure out the best way to do some pieces, hopefully I can get some help and insight on the best ways to approach some areas, and also where I could make optimizations.
TLDR?
Tweaking HP Still, Working on the Low @~5.7k adding/subtracting where necessary. Needs Crits - K go.
Thanks
There is also some kind of ring on the front which I'm assuming is for the strap. That could probably made floating instead of merged with the main body.
This might be worth a look. I'm not too keen on the texture but overall, it's a decent piece and an acceptable presentation on optimization
Bending an HK MP5 Flat
Currently the main features of the gun are baked and ready to texture:
Tri's ATM: 5502
To Do - AO, Fix bake errors, add more normal detail (welds?), get Rail & Holo baked, Materials, Shaders... make this awesome.
Thanks for all the support guys!
the bakes look very clean so far. i'd widen up the bevels on the magazine high poly so they're a bit more even with the rest of the gun. you also really need more geometry to increase the roundness on the front foregrip, it's very obviously only 8 sides.
got a picture from first person?
I've tried to make optimizations in the geo and texture resolution so that parts closer to the player and are more visible have priority.
@Racer445 I'll work on widening the magazine bevels, but do you think the grip really needs to be more round? I figured a players hand would be on it in game, and it wouldnt be seen very often. I havent started materials on the attachments yet so that fix would be easy if you think its necessary.
First Person:
And current mat progress..... VERY WIP
Thanks all.