This came out sick man. For a first person weapon, i'd agree with Darko. For third, this workflow looks awesome. The few smoothing pulls kinda lend themselves to the imperfection that exists in most man made things anyway.
You may have posted about it already, if so sorry for being repetitive, but could you share some incite on your process for the high? are you using strickly sg's and geo? or do you use meshsmooth by SG to establish shapes/curves? I'm curious how you go about building up shapes and establishing certain things. A wireframe for the high would be sweet to see as well.
Hey man, looking good, but i feel like material definition still has some ways to go. It all feels a bit samey in terms of reflections, nothing really pops that much or contrasts with each other. The wood looks more like plastic imo. Would be nice to see your spec and rough/gloss sheet. I promise I won't look up values in a chart
Also looking at refs it seems like you took some design departures from the real thing to make it all much softer and rounded. I guess it works for third, but it's a bit much for closeups imo.
You may have posted about it already, if so sorry for being repetitive, but could you share some incite on your process for the high? are you using strickly sg's and geo? or do you use meshsmooth by SG to establish shapes/curves? I'm curious how you go about building up shapes and establishing certain things. A wireframe for the high would be sweet to see as well.
The grip and frame are both subd modeled on this one. A few other parts might be too. The rest is what we'd call lowpoly geo but it's all on one SG.
I think the atchisson and the cobray both didn't have subd parts.
You should be pushing the roughness/gloss WAY more I think, all looks like nearly the same tone of gray right now. The wood barely differs from the painted metal.
That rough texture has much more contrast, while the spec is more solid color with much less variation. That could make a good difference, moving some of your contrast from spec to gloss/rough.
tough to work on this the last couple days. tried changing some values a little bit though. tried to group values better between wood and metal, and jack up the gloss on the metal a bit. could take it further or take it back, gotta think about it and mess w/ it.
this one's ambient only / no lights on / no photoshop gradient overlay shit
I made a little checklist of places to detail and bake errors to fix sos to call this done soon
Hmmmm I'm kinda with ben on this, I'm really feeling those gloss levels on the metal. So many artists have a tendency to go full glossy on metals - it's pretty unrealistic in a lot of cases. I'm liking the amount of detail in the gloss/rough too, but imo the levels need more range.
It looks very cool, but shouldn't the resulting value of the metallic parts be way lower ? I am consciously *not* referring to any map in particular in order to avoid any confusion here - just talking about the end result as a image.
I feel like a good approach would be to bring this most recent screenshot in photoshop, adjust the value of the metallic parts there in order to establish a strict point of reference to aim for, and then tweak the maps accordingly.
Beautiful work on the maps there bud. Nice use of situational wear and tear and the overall materials read well under different lighting conditions. Makes me want to make a pistol.
This is one of my favorite gun models on Polycount. I don't know how to explain it, but I want to hug the model, specially the black/green version. O_O
Great job!!!
Replies
You may have posted about it already, if so sorry for being repetitive, but could you share some incite on your process for the high? are you using strickly sg's and geo? or do you use meshsmooth by SG to establish shapes/curves? I'm curious how you go about building up shapes and establishing certain things. A wireframe for the high would be sweet to see as well.
:thumbup:
Also looking at refs it seems like you took some design departures from the real thing to make it all much softer and rounded. I guess it works for third, but it's a bit much for closeups imo.
im still finna fix those bake errors on the hammer dont think im sleepin on it
I think the atchisson and the cobray both didn't have subd parts.
I think this is an example that works well: http://joerivromman.com/KSG.html
That rough texture has much more contrast, while the spec is more solid color with much less variation. That could make a good difference, moving some of your contrast from spec to gloss/rough.
I'm going for a matte steel finish and some walnut grips with all of it pretty well used.
Most game artists when making guns, IMO, make wood too dull and metal too glossy.
I love Joeri's gun btw.
this one's ambient only / no lights on / no photoshop gradient overlay shit
I made a little checklist of places to detail and bake errors to fix sos to call this done soon
I feel like a good approach would be to bring this most recent screenshot in photoshop, adjust the value of the metallic parts there in order to establish a strict point of reference to aim for, and then tweak the maps accordingly.
Thats like literally the worst possible feedback to give to an artist: P
Great job!!!