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[WIP] Ratchet and Clank inspired gun

I have been working on a Ratchet and Clank inspired gun for a 3D minor that I followed. I am very new to 3D modelling, so the half year for me wasn't enough to learn all the programs (3ds Max, Zbrush, Substance Designer, Headus UV, Xnormal etc) and techniques (I only knew diffuse). I decided I do want to finish it though and I'll be posting some progress here.

The first image that I want to share is the normal map, I am very proud that I got it to work technically. That said the details look unrelated and scattered now that I have slept a bit and I will add more detail in Zbrush. Any and all feedback, suggestions or inspirations are very welcome.

-edit- oh almost forgot these are just the pieces with a normal map on them. I still have to move and mirror some. I was just testing the bakes since it took me about two weeks to get the 3dsmax -> zbrush -> Xnormal -> handplane workflow to work without much errors.

lWasK6C.jpg

Replies

  • Joostul
    Second pass at it, some errors but it will do for now. Learned so much about normal maps...

    GUN_Normal_WIP.jpg
  • Joostul
    The first texture pass, is it too worn? I like the post apocalyptic look of it. Any and all feedback is greatly appreciated.

    w7MrgfX.jpg
  • Jerc
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    Jerc interpolator
    The edge wear looks fine to me, even if very strong. You now need to craft your roughness and specular/metallic map carefully to give it some good material response and contrast between the painted and raw parts.
  • SaboR1996
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    SaboR1996 polycounter lvl 8
    ugh why is imgur so bad on my computer, I love ratchet and clank and I can't even see the weapon with textures :'(
  • Cglewis
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    Cglewis polycounter lvl 12
    I think this is a great start, defiantly an interesting piece!

    I did a quick paint over for you i saw in some places you have faceting going on try using the bevel tool :) the scuffing is quite itensive....and i question why would it? it looks like it has been put in a rock tumbler and got scuffed evenly across the entire weapon, also if you are going to add scuffs and stuff like that, you need to keep in mind that there is a base coat of paint that is applied first when painting objects...so if your top layer is red...your base coat may be a grey or somthing like that...and there will be areas where the red paint is chipped away but not the base coat.

    I think its a good start...but if you are starting out in 3D id say pick a gun or some reference and stick to that. that way we can give you a better crit :)

    draw_up.jpg

    gun_ref.jpg
    I found some ref for your gun that is almost identical i apologize for the poor quality i couldnt pull up the full size from work lol...but off the top just quickly looking at it i would say that curvy bit on top of the gun is way to height and extreme bring it down a bit and the back end of the gun just feels big in general

    I really hope this helps i think its a good start i cant wait to see where this goes :)
  • SaboR1996
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    SaboR1996 polycounter lvl 8
    Thanks guy above me for uploading it not through imgur! I thank you!
  • Joostul
    Hey I missed all this feedback, sorry. The repeating texture is very sharply spotted. I made only one for the normal map and copied the rest, I don't think I can fix that now... I fixed some of the faceting, but not all, I need to get better at cages still. The seam is fixed, although it isn't visible in this shot.

    It is inspired by the gun you found and it is pretty true to that in shape. We just had to make it "next gen". Your image is also the only one I found and I am not very familiar with the Ratchet and Clank universe... My next object/scene will be picked myself, this was more an exercise in modelling/normal mapping/texturing/workflow that for me with so little experience, got a little out of hand.

    I got some feedback on the wear and saw that it was too much, unless it accidentally fell into a grinder like you suggested :P. The specular in marmoset 2 didn't work for me so I rendered in marmoset 1 this time. I do hate the sharp edge in the barrel that showed less in marmoset 2, but more in 1... :(

    Image from my own site this time, hope this shows better. I thought imgur was pretty much the best upload site...

    GUN_beauty2.jpg
  • Cglewis
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    Cglewis polycounter lvl 12
    your cage isnt the issue with the model, the edge flow isnt to bad to be honest, yeah sure you can optimise it a bit but id say that is rather good. The big thing with the model is that its proportions are all off. Like for example your rear piece right behind the glowy tanks is way to long in comparison to the reference.

    and you can fix the tiling issue by redoing your UVS.

    And if you are going next gen with the model then you can up the poly count by ALOT! lol

    i hope this helps :) i look forward to more posts :D
  • Joostul
    Cglewis wrote: »
    your cage isnt the issue with the model, the edge flow isnt to bad to be honest, yeah sure you can optimise it a bit but id say that is rather good. The big thing with the model is that its proportions are all off. Like for example your rear piece right behind the glowy tanks is way to long in comparison to the reference.

    and you can fix the tiling issue by redoing your UVS.

    And if you are going next gen with the model then you can up the poly count by ALOT! lol

    i hope this helps :) i look forward to more posts :D

    Well "next gen" as in not PS2 but PS3. Next model I will definitely use a little more polys. I see the proportions thing now, I had thought I did a pretty good job with them when I did those.

    For the tiling, you mean to have a separate UV space for every bit? I unwrapped the thing with only the right side made and one of the small "fan pieces" each. Then made the normal map and copied the pieces. Next time if it is more than three copies I will use at least two separate pieces. I didn't want to use so much texture space for a small part of the model when I could reuse it, but if it is noticeable I will vary it next time.

    Yeah this helps a lot especially since I have a LOT of areas to improve. I am pretty satisfied with this piece now though since it served it's purpose. I know a basic workflow and know I can finish an asset game ready. I need to move on to a new model otherwise I will never have a big enough portfolio, but I will definitively use all the feedback.
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