Hi there! Going to dump some pictures of a revolver I made for an assignment in my school. The assignment was to make either an enviorment, vehicle, character or prop. I decided to make a prop, in this case a revolver that uses everyday items you can find in your home as attachments.
The only restrictions we had were a maximum of 6000 tris and one 1024 uv-sheet (although we could use several maps; diffuse, normal, etc.)
I made a very rough concept but you'll se later on that I changed some parts of the model.
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I used a half of binocular as a scope, put together with a belt. (Keep in mind that this is not supposed to be realistic)
A "modified" thermos used as a silencer. And yes I know that a revolver can't be silenced in real life, but then again, it's not based on realism.
The thermos is put together with the revolver with some sort of metal ring and a peice of cloth as a form of padding.
The "muzzle" covered up with rubber and some screws.
A can that functions as a form of ammobox / magazine.
This is how the can is attached.
The mechanism that feeds the bullets to the revolver.
Added bullets.
And here's the final high-poly model! With 1.603.430 tris.
You could also place a simple plane inside of the can to make it not look empty.
Thanks for the advice! That was an old picture of the low-poly, here's the grip in it's current state.
[SKETCHFAB]7b2e828ae87b4119aa542272d6217ea5[/SKETCHFAB]
Thank you!
Ye I thougth so as well, I tried to add more damage to the body in the diffuse map as you can see, but it wouldn't show up in my render. I will try to experiment some more on it later
Your material definition is completely off. You've wrote glow but I guess you mean gloss? Can you use the names that the Toolbag uses? And btw, the reason it looks different in sketchFab is cause it's using a different rendering method. And yeah, height.. It's doesn't really make any sense, it looks way to messy to actually add definition to your model.
For a better understanding off PBR materials have a look at this. https://www.marmoset.co/toolbag/learn/pbr-practice
Your noise is to big in scale and way to high as well. It should be a very subtle effect.
Regarding you grip, there's in reason to merge them in like that. Aim for something cleaner like this.
It's all 1024 maps, although my uv optimization is not very great.
Thank you, but as I wrote at the beginning of the thread, it's not based on reality.
Thanks for the critique, I am still learning and this was my first time using dDo so I really didn't think about what the height map actually did. dDo generated the height map for me so I figured it did something.
also i agree with Mawcos the texture deff is off
i look at the barrel/silencer thing and it feels completly different when i look at the images you have up for example when you do a render in marmaset it looks silver and then in the subsiquent image it is black and feels like a completly different material... i have no idea what it is also your rust is to splochy and feathery, i also think it is inconsistent, i understand that these are all different pieces that have experienced different and varying degrees of degradation. that being said i feel that it should feel different and if that ammo can at the bottom is indeed rusting i feel it would have peeling paint and you would be able to read the logo on the can
also the weathering on the gun is inconsistent if the metal on the gun is to the point of rusting you are going to have some rubber degradation.
ok, that being said...i really like the design i think it is based in reality and that you are taking some liberties in how guns work, but i feel it looks great and dont get down on my crits, i know they can be a bit harsh but thats what you need when your growing and learning as an artist, i found that when ppl would tell me my stuff was good as a student i was like im awesome and completely miss that i was not even on the same page as ppl in the industry. haha so hang in there man itll be great youve just started down an amazing road filled with adventure and epicness
i really hope this helps i hope to see more work from you in the future
Ye when I say that it's not based on reality I meant, like you said, that it uses every day products but I know that it wouldn't actualy work in real life. And that barrel/silencer is supposed to be a thermos, it's hard to make it seem like a thermos because it's only so much material that defines it. And the reason why the rust is more low-res on the thermos is because I did a not so optimized uv-sheet.
And thank you! I rather have honest crits than just someone saying "it's cool", I didn't even think that my materials wasn't that defined so that's definitely something I will keep in mind in the future
Receiving feedback is not anything you should take for granted.
Ofcourse, I will do that when I have the time, but for now it will have to wait.