LATEST SHOTS HERE! Finished. The normals bakes great! and I Really enjoyed streaming with you guys! Tomorrow I finish up the mech thread (stream again) see you there! Thanks for all of the feedback. Here are the final renders from marmoset! and a high poly clay pass from keyshot!
This will be a work in progress thread.. as well as a stream on twitch showing a full workflow for creating a clean next gen game asset. Check it out!
On the concept, the fire selector is missing one setting - notably, safe. Both the selector and the slide release are quite small. Keep in mind that on pistols both will be activated by the thumb of the firing hand.
On your model, the barrel should be a separate and distinct piece from the slide. As the slide moves back and forth, the barrel will remain stationary. The barrel usually projects beyond the slide; the following Beretta is about as short as they come:
The grip looks a bit narrow - take a look at the grips on modern pistols for comparison.
On the concept, the fire selector is missing one setting - notably, safe. Both the selector and the slide release are quite small. Keep in mind that on pistols both will be activated by the thumb of the firing hand.
On your model, the barrel should be a separate and distinct piece from the slide. As the slide moves back and forth, the barrel will remain stationary. The barrel usually projects beyond the slide; the following Beretta is about as short as they come:
The grip looks a bit narrow - take a look at the grips on modern pistols for comparison.
Thanks for the feedback! I will correct these issues.
I actually see a ton of issue with my mesh so far. For those who are following my twitch TV I will be going back to maya this evening. Need to fix a few things.
seems like you're still lacking the basic understanding of how a gun looks. this model is sort of just a representation of the silhouette of the concept, with nothing more. to be honest, the zbrush approach to modeling this is a bad idea. yeah it makes cutting in grooves easy but generally it doesnt look that great. not to mention your edges are razor sharp (im sure someone will link that famous eotech example).
in general i can tell from your rails alone that you're not 100% on what this gun should really look like aside from the silhouette. my suggestion.. go study some guns. there's TONS of reference on the internet, and this gun is really just a walther p99 with some modifications to it. id say as a solid base, research the hell out of that gun (ill even link you a great reference) and make sure yours matches that.
now for more specifics (see attached photo)
1. this shape is all sorts of warped.
2. this does not look like it integrates correctly (see walther)
3. these grooves will never show up well in a bake. they're too shallow and barely noticeable in the high res
4. this is wrong. see walther
5. for the love of god please dont do that shape in ndo, even in zbrush its not that hard to model in.
Thanks for the feedback! Here are some pics of the problem areas. As you can see.. the back of the gun is a clean shape. But it DID look warped from the side.. Also.. the rail I modeled is right of a real gun.. so I am happy with its shape.. here is a better look.
As far as the handle areas that sees a bit odd... Id have to agree.. It is def different. However, my intentions here are strictly to model an approved concept.. not to reiterate or recreate and actual weapon. So that may clear up some confusion. As far as the grooves go.. you are right.. it is cleaner to model them in.. however in my case.. I am broadcasting live and want to show the benefits of having a flexible pipeline. You are def right about number 4 though! I will fix that! Thanks again for all of your input. I learned from your post.
Some render of the final high poly. Again.. all other detail will be added using ndo. Being that the detail is not modeled in the low poly.. ndo will generate clean normals for the other shapes.
I will be goig live in about 1 and a half hours for any and all interested. I will be iv mapping and baking tonight. Hopefully starting the textures as well. I know several people were particularly interested in this portion. Stay tuned!
With hard surface stuff, I highly recommend that you use a dark grey material with a high spec value. GI only renders can hide surface imperfections that will become apparent when baking the normal map and creating the high spec material and in general GI only renders make models hard to critique beyond mis-matches to the concept.
With hard surface stuff, I highly recommend that you use a dark grey material with a high spec value. GI only renders can hide surface imperfections that will become apparent when baking the normal map and creating the high spec material and in general GI only renders make models hard to critique beyond mis-matches to the concept.
Thanks. I will keep that in mind on my next piece. The mech I am working on. I will put out a high spec render to show the form.
Replies
Any chance you will make the stream aviable for download?
On your model, the barrel should be a separate and distinct piece from the slide. As the slide moves back and forth, the barrel will remain stationary. The barrel usually projects beyond the slide; the following Beretta is about as short as they come:
The grip looks a bit narrow - take a look at the grips on modern pistols for comparison.
Thanks for the feedback! I will correct these issues.
will be uv mapping on stream in the morning.
seems like you're still lacking the basic understanding of how a gun looks. this model is sort of just a representation of the silhouette of the concept, with nothing more. to be honest, the zbrush approach to modeling this is a bad idea. yeah it makes cutting in grooves easy but generally it doesnt look that great. not to mention your edges are razor sharp (im sure someone will link that famous eotech example).
in general i can tell from your rails alone that you're not 100% on what this gun should really look like aside from the silhouette. my suggestion.. go study some guns. there's TONS of reference on the internet, and this gun is really just a walther p99 with some modifications to it. id say as a solid base, research the hell out of that gun (ill even link you a great reference) and make sure yours matches that.
base gun - walther p99/22. http://upload.wikimedia.org/wikipedia/commons/6/6c/Walther_P99_9x19mm.png
https://www.budsgunshop.com/catalog/images/hiRes/72072.jpg
with a cool laser attachment: http://www.viridiangreenlaser.com/images/products-static/walther-pk380.jpg
oddly some form of flip up iron sight: http://www.harristacticalonline.com/images/MagPul%20MBUS%20BLK.jpg
and a rail system: http://cdn.pyramydair.com/images/acc/Walther-Accessory-Rail-PPQ_Walther-2252551_rail_lg.jpg
now for more specifics (see attached photo)
1. this shape is all sorts of warped.
2. this does not look like it integrates correctly (see walther)
3. these grooves will never show up well in a bake. they're too shallow and barely noticeable in the high res
4. this is wrong. see walther
5. for the love of god please dont do that shape in ndo, even in zbrush its not that hard to model in.
Thanks for the feedback! Here are some pics of the problem areas. As you can see.. the back of the gun is a clean shape. But it DID look warped from the side.. Also.. the rail I modeled is right of a real gun.. so I am happy with its shape.. here is a better look.
As far as the handle areas that sees a bit odd... Id have to agree.. It is def different. However, my intentions here are strictly to model an approved concept.. not to reiterate or recreate and actual weapon. So that may clear up some confusion. As far as the grooves go.. you are right.. it is cleaner to model them in.. however in my case.. I am broadcasting live and want to show the benefits of having a flexible pipeline. You are def right about number 4 though! I will fix that! Thanks again for all of your input. I learned from your post.
Also.. what is the famous eotech example? jw
[EDIT] Removed image tags to stop being obnoxious.
you didnt miss much.
You are correct. Was too far in the game to go back and fix it though. oh well. I think it turned out pretty good.
Yes. 2048*2048 pretty typical in next gen games so far. Probably could have gotten away with 1k. But i wanted a hero shot.
Thanks. I will keep that in mind on my next piece. The mech I am working on. I will put out a high spec render to show the form.