Home 3D Art Showcase & Critiques

M4A1 assault rifle -guns guns!

null
Offline / Send Message
kepineds null
So here some of my latest work, done in 1 week and 3 days (excluding the weekend XD ) high and low poly created in Maya, maps baked in Max. This is the last project I'll be doing using the prev-current gen workflow, I'll have to begin incorporating the PBR workflow in the next ones. but for now, i give you, the M4A1 Assault Rifle. all CnCs are highly appreciated. thanks guys! :D

5,174 tris

do drop me a line at kevinpineda05@gmail.com


465734687479479.jpg
466675682478248.jpg
screenshot000.png
screenshot002.jpg
screenshot003.jpg
screenshot004.jpg
screenshot005.png
screenshot006.png
screenshot007.png
screenshot021.jpg
screenshot022.jpg
screenshot023.jpg
screenshot025.jpg
screenshot026.jpg
34787964086057805780.jpg

Replies

  • ArtemSh
    Hi, nice stuff.

    I'd add more polys here, though. Right now it looks quite lowpoly and some details that actually need geometry are just textured.

    I've also got a question about the muzzle and RAS you used. When I was making my M4 I saw a lot of muzzles and RAS's but not sure I saw the ones you used, did you use a reference for this stuff?

    And regarding textures, I think this gun will look much better if you give a little bit more love to your roughness map.
  • kepineds
    Offline / Send Message
    kepineds null
    ArtemSh wrote: »
    Hi, nice stuff.

    I'd add more polys here, though. Right now it looks quite lowpoly and some details that actually need geometry are just textured.

    I've also got a question about the muzzle and RAS you used. When I was making my M4 I saw a lot of muzzles and RAS's but not sure I saw the ones you used, did you use a reference for this stuff?

    And regarding textures, I think this gun will look much better if you give a little bit more love to your roughness map.

    Thanks Artem! My original goal was to keep the polycount around 5k, but yeah it does need the the extra polygons.
    As for the muzzle, this one does lack muzzles and the RAS for the bottom part was just textured and the sides also were totally left out XD I'll keep those in mind
  • kepineds
    Offline / Send Message
    kepineds null
    One problem I noticed right away was the thing where the shells are ejected has a bad texture (sorry I'm not familiar with gun terminology). It shows the spring that should only be visible when it is "open". Other than that I was quite surprised how good it looked with barely any polys. I would really suggest taking a lot more polys in as it can greatly increase the quality. Especially when used in a first person perspective it is absolutely ok to spend more polys as it covers a large amount of screen in-game.

    Yes, noticed the same thing about the part around the ejection port, its does look too flat too. and yes, I should probably give a higher polycount budget for weapons like this. thanks again for the tips! :D
  • snoop
    Offline / Send Message
    snoop polycounter lvl 7
    I'm a guy who really likes his AO, but man you need to cut it back a notch. The AO needs to be more subtle, though you don't have to make it too subtle. As it is, it's just way too overbearing and detracts from the quality of the gun on a whole.
  • kepineds
    Offline / Send Message
    kepineds null
    snoop wrote: »
    I'm a guy who really likes his AO, but man you need to cut it back a notch. The AO needs to be more subtle, though you don't have to make it too subtle. As it is, it's just way too overbearing and detracts from the quality of the gun on a whole.

    yes! ao has become an addiction to the point i tend to overdo it, it was just a matter of time somebody pointed it out. thanks :)
Sign In or Register to comment.