Hello everyone. I am making a Taurus PT1911 for school, and since my teacher advised to post it here for feedback, I decided to do it. This is the first time I'm making a gun. It's 3.332 triangles.
First of all could you post some wireframes of your highpoly gun mesh?
Secondly you seem to have some pinching near the hammer of your gun. You can fix this in your highpoly by rerouting some edges.
This link will problably give you enough info to solve that problem: http://www.per128.com/pages_tutorials/index.html
Third, your render seems to be really dark which in term makes up for the fact that some parts aren't very visible. Try to make a render inside of max with this shader: http://www.polycount.com/forum/showthread.php?t=69829
It's a very good presentation shader and the settings are displayed in the thread.
Fourth and last point, by the looks of your lowpoly you seem to have put everything into one smoothing group. While this is not a bad thing I guess you seem to be getting some smoothing group errors (this is not very visible due to the lighting and so my eyes might betray me).
The section about smoothing groups in the polycount wiki covers this and can explain it better then I what to do to fix it (as I am still rather new to normal mapping myself).
Link to smoothing group section: http://wiki.polycount.com/NormalMap#Smoothing_Groups_.26_Hard_Edges
Anyway start by fixing the pinching and make a wireframe render of you high poly mesh with the shader I linked to and post it. You will problably get more response if people know what is going on in your high poly mesh.
The high poly had a pass through zbrush so the decimated models wireframe isn't so good.
The pinching near the hammer is already fixed and the renders are actually just screenshots in the material editor of udk, but I will certainly take a look at this shader.
You're right about the smoothing group errors, and I will try to fix it. I will post again later.
your gun is pretty great but you really need to work on your presentation kinda sucks I really recommend marmoset your textures just need a lot more fine grunge it seems like right now you just have edge where and there is a lot more to metal than just that check out this gun http://farm6.staticflickr.com/5477/10672894395_e8dc88e1c8_k.jpg for some inspiration on different grunge really great model though its coming along nicely
your gun is pretty great but you really need to work on your presentation kinda sucks I really recommend marmoset your textures just need a lot more fine grunge it seems like right now you just have edge where and there is a lot more to metal than just that check out this gun http://farm6.staticflickr.com/5477/10672894395_e8dc88e1c8_k.jpg for some inspiration on different grunge really great model though its coming along nicely
Alright, thanks for the tip. I will add some grunge tommorow
Replies
Secondly you seem to have some pinching near the hammer of your gun. You can fix this in your highpoly by rerouting some edges.
This link will problably give you enough info to solve that problem: http://www.per128.com/pages_tutorials/index.html
Third, your render seems to be really dark which in term makes up for the fact that some parts aren't very visible. Try to make a render inside of max with this shader: http://www.polycount.com/forum/showthread.php?t=69829
It's a very good presentation shader and the settings are displayed in the thread.
Fourth and last point, by the looks of your lowpoly you seem to have put everything into one smoothing group. While this is not a bad thing I guess you seem to be getting some smoothing group errors (this is not very visible due to the lighting and so my eyes might betray me).
The section about smoothing groups in the polycount wiki covers this and can explain it better then I what to do to fix it (as I am still rather new to normal mapping myself).
Link to smoothing group section: http://wiki.polycount.com/NormalMap#Smoothing_Groups_.26_Hard_Edges
These are all the problems I see when I look at your model right now. If you want more info about normal mapping and subdivision modelling check the polycount wiki. It has a huge collection of tutorials about those two subjects.
Normal map: http://wiki.polycount.com/NormalMap#Normal_Map
Subdivision modelling: http://wiki.polycount.com/SubdivisionSurfaceModeling
Anyway start by fixing the pinching and make a wireframe render of you high poly mesh with the shader I linked to and post it. You will problably get more response if people know what is going on in your high poly mesh.
The high poly had a pass through zbrush so the decimated models wireframe isn't so good.
The pinching near the hammer is already fixed and the renders are actually just screenshots in the material editor of udk, but I will certainly take a look at this shader.
You're right about the smoothing group errors, and I will try to fix it. I will post again later.
Alright, thanks for the tip. I will add some grunge tommorow