It seems to be like you're off to a good start. Can you post the reference material that you are using? Sometime it is easier to offer suggestions when the reference material is handy.
Change your material's diffuse to ~40% and up the spec, and set roughness to 100%. Makes it easier to read.
I hope you're watching (or have watched) Milennia's excellent tutorial on this weapon? It looks like you have some edges that are too sharp; specifically the chamber and the ends of the barrel.
Yeah—if you press O to open the viewport settings, you can disable the background gradient by changing GL Background to None. You want your model to stand out from the background. If you're using lights, toggle them off (ctrl+1) Not sure if you're using lights or anything, but something like this is just easier to read:
Yep. But keep the specular less than 100%; the over exposure looks bad.
Also notice how the grip has sharp edges? That wouldn't be comfortable. Check your references for that. I can also see some weird shading where the lower barrel connects to the upper barrel. You might find it easier to get an imgur.com account to upload your pics, and don't forget wires if you want people to comment on your topology.
You can also force AA in your AMD or nvidia control panel, which might be something to consider if you're going to be taking final beauty shots of the highpoly inside modo viewport (although you could just as easily use modo's render, but that would take slightly longer to do the same thing).
I have used and understand using edge loops I'm using edge weighing as its a feature that I wanted to learn about, is there any particular reason why I shouldn't?
- Less control (So generally worse results)
- Adding actual geo also gives more to work with, which is handy when you're still adding stuff.
- Package specific (So if you're doing work and someone wants to edit your file in 3ds max...)
I'm using a combination of edge loops and then using weights to tighten up the cage I can freeze the model export and discard the edge weight information and thus can be edited/opened in whatever I choose. If I need extra geo I have no issues whacking it in.
I see what you mean about the shap corners Here's an update I've softened the corners but I feel I'm still not getting the shape.
Freezing applies the subdivision though, which will be next to useless if you're working alongside someone else in production (or possibly even for freelance work). Just something to be aware of.
Where the thumb rests on the grip, the gradient down isn't sudden, it's a gradual transition. Also, be careful near the back: there's a bit of pinching. In reality, it should be 'hard' until it reaches the end of the backplate.
You seem to be struggling with the grip the most. Heres a mossy grip I made a while back. Cage isn't too perfect, but it should give you an idea of what to do.
I'll probably re-do the grip at some point or maybe try a full stock instead but I feel I've agonised over it enough for now.
@Chillydog12345 - I'm concerned you think a lot of this is off, I've gone through my references and can see some of the details are miss-placed but I cant find what's wrong with the shape can you be more specific.
Edit: @cR45h - That is extremely useful thank you! (might give it another go)
You don't want realisticly hard edges, because they will not bake properly. always think with exaggeration. right now your edges are pretty realistic yes, meaning they are too tight for a bake.
you want to pull your supporting edges more away from the edge you want to crispen in order to smooth it slightly and have it bake well.
On the note of your model, the top of the gun needs to smoothen out more instead of coming to a harder edge. if you look at your reference, it goes from an angle into a slight curve and gradually flattens out, where as your model goes from an angle into a slightly steep curve and flattens faster.
you're getting there, remember that even the edges that won't have uvs or a bake, still need to be a tad soft as well. and you don't want it too soft. you just want a light gradient.
also looks like there is some pinching going on on the the top of the gun. remember that in a hi poly, you don't need everything to be tris and quads, when you smooth, it will do that for you. by remembering this, you can more easily avoid pinching in some areas when you smooth. if you have still have pinching when you smooth in an area, you can redirect the smoothing with one edge (sometimes more depending) and it should remove the pinching and/or stretching of faces.
So N-gons are Ok? This sounds very useful but I'm not sure how I'd use this information, is there anything you can link my to to better explain how this works?
it does an extremely good job at explaining how to do an effective high-poly. (he also goes through all the steps of creating the knife in various videos, from high, to low, texturing.)
Had a watch, very interesting. I think I have a bit more insight on terminating edges, I had it drummed into me at uni anything other than quads are bad. I think ill have another bash at it.
how would I go about detailing the grip (cross-hatch patten). My only thought, beside sculpting is floaters, would I be going in the right direction? Also to that point how far can I take things before Texturing/baking/sculpting?
I see you're point. The ejection opening I struggled creating that shape without shading errors. The grip lining up, is me being lazy and working on the grip on it's own without checking it lines up. (test bake was a little early, jumping ahead a little). The bevel I totally missed. Thank you for the paintover, sometimes you just look at things so long you miss what's there!
Replies
(I'm particularly curious about the best way of cutting the ejection opening)
I hope you're watching (or have watched) Milennia's excellent tutorial on this weapon? It looks like you have some edges that are too sharp; specifically the chamber and the ends of the barrel.
Also to clarify is this what you mean?
http://i.imgur.com/G1el4fU.png
http://i.imgur.com/5jrZvJS.png
Here's a link to that tutorial too: https://www.youtube.com/playlist?list=PL925958D31D8D30C7
Is this better?
Also notice how the grip has sharp edges? That wouldn't be comfortable. Check your references for that. I can also see some weird shading where the lower barrel connects to the upper barrel. You might find it easier to get an imgur.com account to upload your pics, and don't forget wires if you want people to comment on your topology.
You can also force AA in your AMD or nvidia control panel, which might be something to consider if you're going to be taking final beauty shots of the highpoly inside modo viewport (although you could just as easily use modo's render, but that would take slightly longer to do the same thing).
Also could you be more specific to where the shading errors are please?
http://bencottage.co.uk/images/mossberg_500_7.png
http://bencottage.co.uk/images/mossberg_500_5.png
http://bencottage.co.uk/images/mossberg_500_8.png
http://bencottage.co.uk/images/mossberg_05.png
btw I love your model in case you hadn't guessed
And if you're using edge weighting; don't. It won't translate between packages and it is beneficial to learn how to use control loops everywhere.
- Adding actual geo also gives more to work with, which is handy when you're still adding stuff.
- Package specific (So if you're doing work and someone wants to edit your file in 3ds max...)
I see what you mean about the shap corners Here's an update I've softened the corners but I feel I'm still not getting the shape.
Here's my grip refrence
This comment made my year. Thankyou dude
What advise do you especially want about the grip? When you come to texturing I will gladly help you
@Chillydog12345 - I'm concerned you think a lot of this is off, I've gone through my references and can see some of the details are miss-placed but I cant find what's wrong with the shape can you be more specific.
Edit: @cR45h - That is extremely useful thank you! (might give it another go)
You don't want realisticly hard edges, because they will not bake properly. always think with exaggeration. right now your edges are pretty realistic yes, meaning they are too tight for a bake.
you want to pull your supporting edges more away from the edge you want to crispen in order to smooth it slightly and have it bake well.
it does an extremely good job at explaining how to do an effective high-poly. (he also goes through all the steps of creating the knife in various videos, from high, to low, texturing.)
Edit - current state
-
just my opinions, I'd make it closer to your reference in those areas.