hi polycount, ive been working for a couple of weeks on improving my Hard Surface techniques, and thought i should show it to get some criticism to help me improve my model!
ive already posted a few renders in the What are you working on? thread, but rather than attempt to hijack that, i thought i may as well make a new thread for it.
here are some WIP renders, hopefully you guys can help me improve my model and help with any inaccuracies and flaws in it.
some of the crits ive had from the other thread have been pretty useful, and im working on improving it from those, but anything else you guys can say that will help would be really appreciated!
Replies
another pic: http://www.dandbmilitaria.com/images/D/ghk-akm-gas-blowback-assault-rifle--%5B4%5D-7285-p.jpg
also the wooden "bulge" at the front grip is smoothed and the holes are bigger: http://i134.photobucket.com/albums/q86/Blue_Falcon_One/AK%20and%20AKS/100_0738.jpg
thanks, you advise scaling the whole model to make it thicker? or remaking the top reciever to make it thicker?
http://www.hiflow.org/img/guns/ak47/akm_detail.JPG
alreight, thanks man!
hopefully this is the thickness issue sorted, do you guys agree? and does anyone have any more of them sweet, sweet crits?
Pistol grip has odd smoothing near the bottom.
Missing lever on the iron sights.
Iron sight aiming notch can be exaggerated larger for better visibility in game.
Dust cover rib stampings are pretty sharp, should be blended smoother with the base.
thanks, ive been working on sorting the dust cover today, the one in the pictures is from the old reciever that was too thin, so it isnt the correct shape. im working on the details now, im not really getting the irons done yet, its proving quite the challenge!
im also trying to solve the smoothing issues, i think its some dogy topology down the bottom of the grip, should get that done soon.
what do you mean by rib stampings by the way?
In addition, There is some pulling happening on the dust cover and the fore grip areas. Take a look at the first person image you posted and notice the shade streaks running down the side. not too bad atm, But not the kind of thing you want baked down to a normal map especially viewed at that angle.
thanks for pointing that out, i'll have a look at sorting the pulling. what is the general way of sorting that out by the way, i havent really encountered the problem before.
ive been doing some work on the dust cover anyway, it still doesnt look great though. im finding it difficult to get the overall shape correct :poly122:
ill have a look at the stamps on top, as they seem to be fairly important in the first person view.
so far ive had a look at the pulling on the handguard, and i think ive pretty much fixed that, which is good. i am getting some dodgy smoothing errors in other places, as you will see below.
other than that, i took a look at the top stamps, and made them a bit more planar, but cant seem to edit the 'humps' without messing up the geometry around them.
the closeup has some odd smoothing on the reciever/ dust cover (i dont know the correct term for this, ive been calling it an upper reciever), i really need to sort that, its very annoying. other than that, any more crits would be awesome!
The size of the bolt carrier bolt is too small.
It's not bad, you just need refs. If you want some PM me later.
its not good enough, but ive been working in max for about 6 months.
ill link the tutorials i used, they are really good.
http://www.polycount.com/forum/showthread.php?t=100984
props to millenia for this, awesome tutorial, teaches everything about game assets.
http://vimeo.com/10941211
this one is really good for just general techniques.
hmm, the ones ive looked at have got the extrusions, but i see your point on the other stuff. the back has some serious problems that i need to sort anyway, so ill try fix the bumps if i can. is the bolt carrier bolt the ejection port cover by the way, i havent heard that term before.
and i probably wont be needing the references for a few weeks, as im away for those few weeks. i will be needing some when i get back, so i will PM you then. thanks. i can only seem to find differenct references because of the mass of variants -_-
so really, what ive been doing since ive got back is more sorting out details, as well as fixing the corrections said above. apart from the button, thats next on the list.
after that, its some more corrections on details and stuff.
stuff fixed:
- smoothing errors
- staples on dust cover
- completely remade the fire selector, but im having some issues with that. topology is better than before though
- changed indents on lower reciever
- change charging handle bolt thingy.
- gas block details fixed to be more with references.
anyway, here are some WIP renders.
im not really sure about the floating cylinders on the reciever. they look okay, but i think i can do them better.
as for references, i found a set of awesome HD pics from a ton of angles which is super useful! they can be found here. http://www.bomanufacture.com/en/produit-466-akm13-aeg
any crits would be awesome!
at this rate there will be too many Kalashnikov's on the front page...
think ive fixed it, looks decent enough. also had another go at fixing thins like the indents, the size of the actual rear sight anda bit of work on smoothing errors and pinching on teh grip.
annoyingly though, the magazine doesnt seem to have that smooth curve, even using a bend modifier. very odd, and somewhat frustrating because i feel that after that is done i can go onto the low poly work. if anyone has any advice on how to remake it/fix the issues, it would be awesome!
any crits/ feedback is appreciated.
also finished the low poly today, settled at 10k tris.
dont think it needs any more work before UVW, but any feedback on more places to optimize would be nice!
Your lowpoly on the other hand could use a lot more optimization. You have a lot of useless loops, uneven/ illogical distribution of geo, some leftover floaters etc.
its designed for cryengine 3, and i was told 10k tris was what was usually good, and that was what to aim for.
what would you say is uneven?
the lower reciever has very little geometry because its got very little detail that im going to add in the normal map.
but i will try distribute what the player will see more evenly!
10k triangles is not a bad spot for a gun, but that isn't a good reason to be wasteful on your triangles.
Red=optimize, collapse, and remove pointless edge loops.
Green=bake to normal map.
Yellow=put geo there instead to make the silhouette better and easier to bake.
Black=unplannar quad.
I circled the top part of the gun with the little notches that come off, but you should keep those, just collapse the edges that support them so they dont run all the way down. Also if you want those buttons/bolts on the side of the gun to be geo at least simply them down to be much less dense.
thanks for the feedback, im just trying to keep the major parts looking decent, because its for an FPS.
i decided to keep the floating geo on the reciever as its right in the players face, and im not sure how well normal maps will do it justice.
yup, feeling good about this one.
Take a look at Amsterdam Hilton Hotel's AKM wireframe as he did a pretty great job with it.
http://www.polycount.com/forum/showpost.php?p=1805531&postcount=23
Also, sorry if I misspelled anything, just woke up
Take advantage of using triangles. Your no longer using a high poly so supporting edges and loops are not that necessary anymore. Mine was just a quick one but Amsterdam's is a lot better.
Here is the picture of Amsterdam's
Support loops are only useful if they help the silhouette or the functionality of the model.
Your model is also incredibly skinny.
either way, i had a go at it, and have tried distibuting my tris a lot better to what needs to be curved etc.
im also not so sure what you mean about the extrusions on the dustcover, can you explain it in more depth Crash?
anyway, i think 7500 tris is a good amount for this
http://wiki.polycount.com/NormalMap#M
Scroll down to the 'Sloped extrusions' part to get a better idea of what I'm talking about.
like this?
You can optimize the dust cover a lot more. Just because you're aiming for 10k tris, doesn't mean you should waste any.
anything i try just ends up with annoying distortion.
nevermind, ive got it sorted.
when i finish wrapping, it looks like this.
but when i hit normalize to scale it, this happens:
for some reason after it finishes, all my islands disappear, and i can select anything. i have no idea why it happens and its completely stopped any progress i have done.
any one had this problem before? is there a fix?
ive decided to remake the whole model anyways. im not really happy with how its turned out after looking at it a while.
thanks for the help, but i dont think its my zooming.
i zoomed all the way in and as far out as possible and it still wasnt there.
things to fix are
- smoothing errors on dustcover
- small inaccuracies
- adding more detail
im planning on finishing this up today, can anyone give any more crit?
1. The extrusion looks really weird - it should be much shorter. Example :
http://www.rusmilitary.com/images/akm_3pcs.jpg
2. The stock too looks strange, almost as if it's been inverted - your previous one was much closer to what it should look like. My advice would be to swap them.
3. These are too rectangular (on both sides) - both ends should be rounded to semi-circles. Example :
http://0.tqn.com/d/hunting/1/0/g/A/strip_02.jpg
4 & 5. There is one more part between this and the receiver. On the right side, a small rounded protrusion is used as limiter for the fire selector lever.
http://farm5.staticflickr.com/4009/4539148470_d4859c5185_b.jpg
6. That "thing" at the front of the mag is positioned way too low - it's barely visible as it's mostly hidden inside the receiver. Example :
http://upload.wikimedia.org/wikipedia/commons/8/80/AKM_automatkarbin,_Ryssland_-_7,62x39mm_-_Arm%C3%A9museum.jpg
7. That's not quite right : http://ak-builder.com/images/detailed/2/AK338R-v4.jpg (the thing sticking vertically on the left side is the locking lever - it's horizontal, when locked)
8. Why is it jagged? Shouldn't be.
http://ak-builder.com/images/detailed/2/AK338R-v3.jpg
9. The bayonet lug is much simpler than that :
Seen from the side :
http://images.photo1.walgreens.com/232323232%7Ffp43364%3Enu%3D3235%3E%3B75%3E248%3EWSNRCG%3D323%3A%3C7435%3B324nu0mrj
And seen from the back :
http://images.photo1.walgreens.com/232323232%7Ffp43352%3Enu%3D3235%3E%3B75%3E248%3EWSNRCG%3D323%3A%3C74758324nu0mrj
This one's from an AK74, but it's standardized on both models. Only difference is that on the AKM there's only one, on the gas block.
http://50ae.net/VZ-vs-AK/ak-7-c.jpg
Keep up the good work. :thumbup:
basically, the stock i found sort of gets a bit thinner towards the end after the area where it attaches to the receiver. anyways, thanks for the crit, ill get right on it
If you measure the width on this picture, for instance, it's almost the same width at the back and the front - it's only a slight bit thinner in the middle.
http://jesticearms.com/image/cache/data/june/AKM-stock-set%20(13)-500x500.JPG
That's not super important, anyway, what matters most is how your textures and normal map make it look like in the end.
On the other hand, one thing I can say for sure (and that you can't always easily figure out from pictures) is that the handguards are the same width as the receiver (~3,4cm for a stamped one), but get thinner up front.
this is what i did today, fixed some stuff and made a few modifications to my lighting. maybe it helps pic out the details.
* : The limiter is part of the intermediate part, not part of the mag lock/trigger guard. It's constructed like this : http://www.arizonaresponsesystems.com/notes/notesak/ak47build/akbmag12.jpg
http://imageshack.us/scaled/landing/803/imagekdq.jpg
Your trigger guard looks a tad too thick to me, btw.
Anyway, almost done, I'd say.
cheers for the crit!
Just circled in yellow some of the areas that I think would benefit from wider edges (at least the ones I could spot).
The red dots mark areas that seem to be convex, while they should be concave.
i went over it and did the stuff, but havent managed to fix the smoothing errors on the dustcover. ill do that tommorow, i think it might be pretty time consuming.