That moment has come!
I want to be better and I decided I must have a feedback from people who better in some cases than I am.
So, if you have some advice, tips, funny stories tell me and I'll be very grateful.
Any advice would be great! Crit, crit and more crit )))
Replies
At this moment I have this ...
[SKETCHFAB]b19ccd28fe994000b60f4b18df8e7340[/SKETCHFAB]
Feedback would be very appreciated
[SKETCHFAB]16540626f849419fb68646f19be9e1d5[/SKETCHFAB]
When you bake all this down, it will not bake very well.
Thanks for your comments I will try fix some issue and start doing high poly
I wouldn't optimize your low poly yet. Use this as a base to start your high poly and then derive your final low poly from that. You'll probably have to re-adjust the shape of your low poly to match the high poly. And it's a lot easier to make a high poly if you still have all your edge loops.
You've got a lot of floating/intersecting geo; for your lowpoly I would suggest merging those pieces. Here are some reasons for/against: http://www.polycount.com/forum/showthread.php?t=117017
And just some stuff I noticed from the concept (which isn't yours but you should still think about) : How does the bolt work when it isn't in line with the barrel? Why is the bolt handle on the left side?
Hope that helps.
Many of the other shapes follow the rounded-octagon shape, most notably the barrel and the upper stock.
The various dimples - the pink cylinders in your model, dark gray in the concept - are also overly complex and don't have quite the right shape. The should angle into a ledge, run for a short bit, then angle back to the original height; the cup itself is straight. You can (and probably should) smooth the edges on either side of the ledge, but this can probably exist only in the normal map/high-poly.
Also, don't forget the scope; it's kind of important for sniper rifles...
As far as the bolt being on the left, keep in mind that there are left-eye dominant people; not all shooters are rightys.
The yellow portions on the concept sketch almost look emissive - most notably those on the barrel and above the fore-grip.
Your yellow portion's shape isn't right; it's too thick and misses the cutouts of the concept. Overall, I'd say that you're probably better off eliminating the geometry there and just handling it in the normal map/high-poly where you can accurately model the complex shape.
The fore-grip is another of those rounded octagons, rather than the cylinders you have. There really are very few cylindrical shapes on this design - the bolt, the scope, and the pistol grip and bottom of the stock are about the only major parts that are round...
@Bek - About floating/intersecting geo - I will definitely do that. and thx for the links! I was think about the bolt ... Maybe just throw him away and place the scope on his spot?
@DWalker - I will try my best to fix some parts) Thank you for extended tip!
*Lowpoly
*Unwrapping
*Prepared mesh for bake!
Some Multi/sub fun!
I learned soooooooo much from this model ... and I want more
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
And an older tutorial still of great value:
http://www.marmoset.co/toolbag/learn/materials
one quick point is that we're moving away from including baked light in the diffuse (albedo), as this isn't realistic. You'll have noticed legacy ddo loves to add AO to your diffuse and specular by default.
Yeah, I'm left eye dominant; I just wanted to make sure these things were being considered (not that one is necessarily right or wrong).
Thx for your words