This is my second weapon model after the failure of the Thompson. i need some critic to see if its ready for texturing i'm aim that the model will be in game engine. and also i need help on improving
A shot from a first-person perspective would help. In general, you'll want to have more polygons in the areas that will be closest to the player; most notably, the sights should have a much higher resolution than the vertical grip, for example.
A reference shot also helps if you are modelling a specific variant; some popular weapons have quite a bit of variety.
Depending upon its use, the muzzle could probably exist only in the normal map. Of course, if you intend on an extreme close-up looking down the barrel, you'll need to extend the interior of the barrel to a full cylinder and include the rifling in the normal map.
The pistol grip should be smooth, not angular as in your design. The same is also true of the arms of the collapsible stock.
The muzzle end of the supressor bulges out, rather like a squished dome.
At least some versions of the magazine have a double groove.
i think whats throwing me off is the collapsable stock. there may not be anything wrong with the length and its just the different stock thats bugging me.
looks like your shading is terribly broken
Either it dosnt get imported properly in udk, or you do not export your smoothing groups or you do not know how these things work. It looks like you use one smoothing group for all.
Can you show your lowpoly untextured in your 3d app ?
If your normal map looks all "round-ish" and colorful, then your flat surfaces are not flat
what are you export settings like in blender?
when i export a LP i choose .OBJ (Selection only, include egdes, smoothing groups, include normals, include uv's) and i de-select apply modifiers so that sharp edges get written as smoothing groups.
ok so i think the problem was my exported mesh not having the correct normal since i exported it from blender fbx so i exported it to maya as a obj and exported it to udk as an fbx so here is a test to see if it work
Replies
A reference shot also helps if you are modelling a specific variant; some popular weapons have quite a bit of variety.
Depending upon its use, the muzzle could probably exist only in the normal map. Of course, if you intend on an extreme close-up looking down the barrel, you'll need to extend the interior of the barrel to a full cylinder and include the rifling in the normal map.
The pistol grip should be smooth, not angular as in your design. The same is also true of the arms of the collapsible stock.
The muzzle end of the supressor bulges out, rather like a squished dome.
At least some versions of the magazine have a double groove.
[IMG][/img]
here is fps perspective
[IMG][/img]
[IMG][/img]
Either it dosnt get imported properly in udk, or you do not export your smoothing groups or you do not know how these things work. It looks like you use one smoothing group for all.
Can you show your lowpoly untextured in your 3d app ?
If your normal map looks all "round-ish" and colorful, then your flat surfaces are not flat
The red dot also seems to small
when i export a LP i choose .OBJ (Selection only, include egdes, smoothing groups, include normals, include uv's) and i de-select apply modifiers so that sharp edges get written as smoothing groups.