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!
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.
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
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!
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.
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
Replies
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
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!
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