http://p3d.in/25yPs/wireonsmooth
Rather than take a bunch of renders, I figured I'd just drop it on p3d. It may not work with certain versions of Internet Explorer. If you're using NoScript, give the site some permissions.
Any thoughts on the build would be appreciated.
Replies
Usually I find photo reference, start with as close to an isometric side view as I can, and start building up from a simple cube. I'll use anything cylindrical on the reference to help gauge the width of the weapon if there's no proper front or back view.
Since weapons like these are often seen up close as personal decorations as much as functional weapons, maybe further rounding on some of the cylinders wouldn't be such a bad idea.
As far as Second Life 3rd person, hero prop reference, this things I recommend you can do to optimize the weapon.
-I notice the front cover of the scope is oval so you might want to round it up on round shape.
-I think the fire select switches don't need much beveling for such view so you can simplify that up. As well as the Eotech buttons.
-You don't need that much bevel also on the hinges of the butt stock. Even if the game uses only diffuse maps, it can easily be painted in.
-You can also simply the scope lens a tad bit more.
I couldn't see anything more as of the moment. Because I ogling at your cool gun. Good job so far. I'm gonna follow your progress here
https://dl.dropboxusercontent.com/u/62830198/geo.png
I'll see what I can do to reduce the geometry after rendering. SL doesn't use normal maps, so all artificial edge rounding has to be baked to texture, and full body normals are really only cost-effective in faking surface details. The extra geometry makes it easier to get the edges I need using simple Subdivision Approximation. This is most certainly not how I'd be doing it for a proper console game. Xp
I'll post the final here when I'm done, plus renders if P3D doesn't take texture maps.
Attached are in-engine screenshots. Since the game has the equivalent of a 2-stroke engine, all the lighting and shading are baked. Each individual part of the weapon is its own separate object with its own texture which can be re-sized, moved or removed by its user.
The .psd version of the texture is broken down into a shadow map, an AO, and a black and white spectacular map which I run as a Color Dodge modifier to produce highlights. This allows me to make fast, localized changes if a client doesn't like specific elements of the render.
I'd love any thoughts you guys have on improving the texture work. I was specifically asked not to add surface wear or dirt to this weapon.
No, just kidding. That's something I'll have to try. Bonus is, the way I set up the texture, that would be ridiculously easy to do.