@Poinball I'm glad you take initiative and come online to improve yourself. Though you might want to do that when you have a WIP to show as well. Otherwise we can only say 'Cool concept', at best, or '...ok ?' at worst.
Unless you simply forgot to post your IMGs, then nvm that :P
Looking good! Only crit I might throw out there is that the barrel rifling looks a bit too aggressive. That may be ok I suppose considering this is a fictitious handgun and that is your intent.
Otherwise, I am looking forward to seeing this to completion!
Please write what each pic is representing, right now it looks like you do a strange mix of highpoly and lowpoly and its very hard to tell what you are trying to do there and whats done and what is blockout etc.
Please write what each pic is representing, right now it looks like you do a strange mix of highpoly and lowpoly and its very hard to tell what you are trying to do there and whats done and what is blockout etc.
Yeah it's true. I will do it next time !
I'm wotking on the Hight poly.
For now, the top of the gun is finish i'm working on the part you can handle with your hand .. i dont remember the name of that part :P
Looking good so far. I like the concept, and the blockout seems good. A little planar through the X axis.
When working on your high, and rendering it, you should shoot for a darker diffuse value and more intense specularity. When light hits the model and that light diffuses across the surface it hides or "blurs" the actual quality of that surface. Using a material that is more specular (reflects more light, instead of diffuses it) allows you(and others critiquing you) to be more critical of your geometry.
Notice how the surfaces and edges of the geometry become more clear and pronouced the darker and more specular the material gets. The shell on the far left has almost no highlight through the body. If there was a smoothing error through this section it may never be apparent to me, or become apparent at a bad time. Like after a bake, or once you've begun texturing and established more accurate materials.
Just to be sure, Witch software do you use to render that and what do you do ?
I'm on 3dsmax 2014 and I use a skylight to make that smooth effect. I'm probably wrong :S
I use 2013 at work, and 2012 at home. The effect can be achieved in both using "Realistic" view port mode in combination with a few scene lights. I don't model in this mode because of the AO refreshing, but its nice for quick WIP renders without the wait time.
Hey guys ! just to keep you up to date, I'm working on the topoligy of the gun right now.. I rebuild some big part because i made mistake on the hight poly
Looking really cool! I think you captured the overall feel of the gun really good.
Like s6 said it would be really nice with some spec on those HP shots!
here's an update of my High poly.
It's pretty done and i'm gonna start the retopo soon.
How much poly can i put on the low rez if the gun is for the ps3 ?
Maybe 1 or 2k ?
Feel free to comment and criticize :poly128:
Thx !
Some of your details could be thicker and less sharp. You have to remember you are baking this information down to pixels so anything that is too small won't show up that well. Take a look at this tutorial to see exactly what I am talking about http://artforgames.com/infotuts/guide-bevels/. Basically I would thicken up your details and add more of an angle to your edge to allow for more information to be baked down.
overall not bad. id say you should study a real world gun to see how the shapes are properly handled. for the most part it looks like youve focused a lot on the side orthographic silhouette of the gun, but not much on how it would (or should) actually be in 3d.
in particular your rails are just a cut rectangle, instead of an actual rail. you're magazine is missing (should stick out from the bottom of the grip). and your grip is too boxy.
this is the closest real world representation of this gun that youve made. it pulls a lot of design from it. i know you're pretty much done with this and some of these changes would mean going back to the highres, but for your next asset just be sure to be mindful of how the shapes would work in the real world. concepts can sometimes be misleading
Replies
Unless you simply forgot to post your IMGs, then nvm that :P
I can only work only 1-2 hours each day on the gun but that dont stop me
There's a little update :
Otherwise, I am looking forward to seeing this to completion!
Day 4 !
Here's the little update for today :
Yeah it's true. I will do it next time !
I'm wotking on the Hight poly.
For now, the top of the gun is finish i'm working on the part you can handle with your hand .. i dont remember the name of that part :P
When working on your high, and rendering it, you should shoot for a darker diffuse value and more intense specularity. When light hits the model and that light diffuses across the surface it hides or "blurs" the actual quality of that surface. Using a material that is more specular (reflects more light, instead of diffuses it) allows you(and others critiquing you) to be more critical of your geometry.
Notice how the surfaces and edges of the geometry become more clear and pronouced the darker and more specular the material gets. The shell on the far left has almost no highlight through the body. If there was a smoothing error through this section it may never be apparent to me, or become apparent at a bad time. Like after a bake, or once you've begun texturing and established more accurate materials.
Overall, good stuff. Keep us updated :thumbup:
Just to be sure, Witch software do you use to render that and what do you do ?
I'm on 3dsmax 2014 and I use a skylight to make that smooth effect. I'm probably wrong :S
I will post the result soon !
Like s6 said it would be really nice with some spec on those HP shots!
Looking forward to seeing more
here's an update of my High poly.
It's pretty done and i'm gonna start the retopo soon.
How much poly can i put on the low rez if the gun is for the ps3 ?
Maybe 1 or 2k ?
Feel free to comment and criticize :poly128:
Thx !
1. Im not sure but the inner barell looks straight.
Thats wrong. It has to be like this:
This is because of projectile stabilization and that the projectile better cuts the air.
And right from your trigger, on the right picture, there is bad shading going on. Try to correct this.
But the rest looks fine!
Keep it on.
That tutorial gonna help me a lot ! I will post the result of the highrez test i'm going to do and i will tweak the gun :P
What do you think about that ?
I tried to follow the tuto you gived me
Humm Thanks Gazu, but how can i do that shape :poly122: ?
I just dont know how to make it ..
Twisting cylinders doesn't really work very well with too many turns. It'll distort when you subd it.
Making a cylinder and a helix and making sure everything lines up, then booling them is better practise imo.
Well i'm gonna start the magazine and the ammos !
there is some?
unless you mean the high poly?
Long time no post. I was busy with a lot of projects and the end of the school.
Here is the progress of the gun.
2115 triangles
Feel free to comment and criticize
Thx !
in particular your rails are just a cut rectangle, instead of an actual rail. you're magazine is missing (should stick out from the bottom of the grip). and your grip is too boxy.
http://upload.wikimedia.org/wikipedia/commons/6/6c/Walther_P99_9x19mm.png
this is the closest real world representation of this gun that youve made. it pulls a lot of design from it. i know you're pretty much done with this and some of these changes would mean going back to the highres, but for your next asset just be sure to be mindful of how the shapes would work in the real world. concepts can sometimes be misleading
@Swarm22 - Yeah you are right. I think that I didn't done well the uvs of this part :S i will take more time on the uv next time !