High poly looks good so far. You're moving right along nicely. I'd suggest blocking the rest in before continuing the high poly pass (in the event you're not just omitting that from the WIP). Getting rough shapes in place first keeps you from needing to make global changes to dense meshes. That can get messy.
Also, your soft curves all have a hard edge at their boundaries. Watch those supporting loops' proximity to the final edge in the curve. Keep the spacing so you don't get hard boundaries like that. If it looks lumpy without them, better adjust your curved edges to be more evenly spaced. That kind of stuff really shows up in the high poly.
Lastly, Show us some other views! When you work from a side concept, things get flat quick. Showing us other angles will help us to point it out.
You should lower the gloss down a bunch and model with a high spec value so you can check the curvature of your edges better. Also, you should be mindfull to keep your edge widths consistent between materials and probably loosen some of the really tight ones you got so they will show up in a normals map.
CHUNKY. Dat model's normal map is gonna pop, very nice! Just try to stay as consistent as possible between all the materials, keep all the same plastics at the same widths, and all the metals a similar tighter width. Check my signature for a similar model I did where people were going into detail on their suggestions for edge widths and other techniques to make your model pop like doubling your control loops.
n-gons are fine, topology is a concern when it makes it harder to work with the model, but if it looks smooth, not lumpy and pinchy, then your fine. (within reason)
Wait I thought it was okay to have Ngons on your high poly.
It is...I was joking (and Regretful123 was just posting his discovery) . If it's on flat surface you can do all sorts of crazy stuff (N-gons being one of them) that won't be visible.
Looking sharp, man. Not a fan of the clay renders tbh, moar shiny. Should be easy to nDo the holes in the front of the upper receiver for the barrel and gas tube as well.
So I thought I'd take time to reply. I want to clearly state the biggest issue isnt your modeling, it's the concept, you copied it and the concept is just kinda bad honestly. Don't take any of this wrong because I blame none of it on you. I think one of the biggest issues is the blockyness and lack of functionality, this is also present in the concept. Furthermore the concept has random details that are just not that great. Your modeling of it is really good on the other hand. There is a lot more really in considerations than just what i listed but it's good place to start. Basically make it more functiional and less blocky. Try and clean up the detailing and avoid the typical scifi cliches of OMG blocks and circles and rectangle shapes cause lel i can and it's easy. Which is done so often in games and makes my head want to explode. Destiny and bungie especially have had a hard time with this concept. another few things to consider, having flat head screws sticking out of a gun that are really big is kinda odd, most guns would never have a flat head screw on them and if they do it would be in specific places, most of them would also be inset into the metal (shape interaction). One other thing I noticed, all of these guns are bullpups so the ejector port is at the rear of the gun in the concept, I don't think you modeled that.
I am sorry if this isn't all the crit it could be but im tired and forgetting what I'm doing.... Also the assault rifle I posted isn't necessarily perfect either, I don't even know if it's a 343 model or a fan model tbh.
Summary, your modeling is good, the concept is not (imo). I'm not saying start over but just try and make things feel more functional and maybe get rid of some of the random paneling and instead think of some clean logical paneling you can add and keep these considerations in mind for future stuff:) Designing and all that shit is hard.
Replies
Isaac Hannaford's got a ton of them on this page of his blog.
Also, your soft curves all have a hard edge at their boundaries. Watch those supporting loops' proximity to the final edge in the curve. Keep the spacing so you don't get hard boundaries like that. If it looks lumpy without them, better adjust your curved edges to be more evenly spaced. That kind of stuff really shows up in the high poly.
Lastly, Show us some other views! When you work from a side concept, things get flat quick. Showing us other angles will help us to point it out.
Keep going!
Wires could be interesting to see as well.
They're everywhere! Outrageous! :poly142:
Those flat areas are going to look so flat with all those n-gons. Fix it!
n-gons are fine, topology is a concern when it makes it harder to work with the model, but if it looks smooth, not lumpy and pinchy, then your fine. (within reason)
It is...I was joking (and Regretful123 was just posting his discovery) . If it's on flat surface you can do all sorts of crazy stuff (N-gons being one of them) that won't be visible.
You've mostly addressed what I mentioned already, though the grip could use a tad more smoothing by evening out the spacing of those supporting edges.
Looks good otherwise man, keep rocking.
Keep it up man, it's getting there!
Looking good man!
I am sorry if this isn't all the crit it could be but im tired and forgetting what I'm doing.... Also the assault rifle I posted isn't necessarily perfect either, I don't even know if it's a 343 model or a fan model tbh.
Summary, your modeling is good, the concept is not (imo). I'm not saying start over but just try and make things feel more functional and maybe get rid of some of the random paneling and instead think of some clean logical paneling you can add and keep these considerations in mind for future stuff:) Designing and all that shit is hard.