Hi Guys!
Long time not posted any new stuff from me.
So at the moment im working on a new weapon, its a modified Heckler&Koch UMP with some Attachements.
There are still things to do on the HighPoly, some missing screws as example on the Picatinny Rail, a Flashlight, a Railpanel or a Foregrip.
The most things are done by Real Life References. But some shapes are done from my mind.
First i modelled a standart UMP, but then the standart rear sight and the standart stock became not good looking in my eyes. So i decided to make it modified with a M4 Stock, some Sights and a clasp.
Work in Process
So thats it for now.
Hope you guys like it, and im open for critique.
Thanks and greetings,
Gazu
EDIT:
Finished :-)
Replies
High poly looks nice! Maybe the edge at the back of the laser block is too tight?
Can't wait to see the final result!
Yeah youre right Cougar. The Laser Sight is sharp edged at the back.
Thats because the reference is sharp,too. And another reason is that this little outcoming Pins are extruded, not only a new cylinder, so to have a nice clean Shading all over the border edge i made an inset.
Thanks,
Gazu
High Poly Wires are terrible!
But im using no Floaters
Next thing to do are the Remote Switches from the Flashlight and/or the Lasersight.
At the moment im not sure to make a cinematic version of it or a LowPoly.
Must think about it.
Gazu
Thanks, its headache work with long modeling nights only in Max 2015 per hand.
Must bring the HighPoly to the end soon.
besides that, its impressively detailed work man!
Yeah i know what you mean and youre totaly right.
The Picatinny Rail is going just to the half. Never saw that until you told me ^^
Thx, i will correct this
And corrected the PicatinnyRail, also added some hexscrews to it:
And together:
Right Side of the weapon is still to empty, must add something to the right side...hm.....
Please give no attention to the unfinished remote switch from the flashlight.
I think the HighPoly is done.
Didnt made the Switch for the Flashlight. Maybe it would be to much.
Tried some Dark Earth Color Variations:
So what do you think.
Any suggestions?
Thx and Greetings,
Gazu
And i started to work on the LowPoly with Material IDs in Max: (All Strange Colors means : LowPoly Done, all "Normal" Colors means : LP not done) ^^
At the moment im not sure how to make the Ammo, which is visible on the side of the Magazine.
To bake it on a Plane or to use real Cylinders?
If i would let the Cylinders be 18´sided, all the visible Ammo would have a Tris Count of 8400 TRIS... LOL....
This means, if i make them 6 sided, i will have a tris count just from the Ammo of 2800 Tris. I think for a good bake i need min. 8 Sided Cylinders, right?
Edit: Progress takes a bit longer, because i have things to do in real life Q_Q
Some time to work on my UMP.
I made the UVs and the LowPoly Weapon without Attachements.
I made some Testbakes in Unreal. Still some Errors in the Normal, this will be fixed soon.
Oh, Lonewolf´s stuff is awesome, his work inspired me.
5 am in Germany, time to go to sleep for now ^^
Will finish the normal after a bit of sleep!
Thanks dude!
Edit: And yeah, some Edges are to sharp. Will smooth them
Really good model too.
Also any chance of some wires/tri count for your LP? Also what tex res this will be at?
Keep it up!
@Wesley : Thanks Dude! The most things are modeled in because i wanted to increase my hard surface modeling skills. Floaters are to easy
You may ask why 17k? Well, because of the Bullets.
And here the unfinished UV Layout.
At the moment im killing this stupid Smoothing Group Shadows by Cutting my UVs at an lower Angle.
I think with all Attachements and Bullets in the right Magazine (At the moment i have only Bullets in the Left Magazine) it will be about 30-35k. I hope it will be lower ^^ but as you can see the main weapon is good low. I dont know where to clean anymore
- The 35k would be ok for a next gen weapon in my opinion. It really shouldn't be a problem, except if you have limits.
But first i want a clean bake ^^
@Shinigami: Yes, this will be headache, but i think in a few hours i will learn the positions of alle of them ^^
@Wesley: Sorry i forgot. I want 4K for the Weapon and 4K for the Attachements.
But i can still decrease the Maps later, when its to Overkill. So first i start big.
@Obscura: Thanks for the kind words that 35k will be ok ^^
@Edit @ Shinigami : Just bake out a Blockout Map in TexTools.
Then you can see what we mean.
@Gazu, you can also have your 3D package open on second monitor and select the face on the UV you try to find out what it is on your 3D model
Yes thats an opinion,too. Thanks for that
But actually i have only one monitor sometimes that disturbs. But i got used to it. And its 27" ^^
@3dshay: I made it a bit harder ^^ , Thanks
Catmull Rom/Hammerslay @ 1 :
I found some spots, that still has to be tweaked
But i think 97% of the normal is done. ^^
Im not sure about Texturing for now. I think i will make the Albedo, Specular, Roughness workflow.
Here the normalmap from the pictures above:
Dont like this purple shadows, so still have to do some uv cuts to solve this, even if its not visible on the mesh. But for Textur presentation ^^ Stupid smoothing groups cant even handle less then 90° to look good on the texture >_ <
Anyways, as the others, I'm really interested to finally see this textured!
Here my cutting plans :
The rest is good ^^
For the Texturing im not sure, first to bake the attachements and then to texture all, or to texture the main weapon first. I will see ^^
UE4 Render:
Now im happy after 100 new bakes
Don´t get me wrong, I love your gun!
I found mine over Google Pic Search and its not an Magpul.
There are a lot of different M4 Stocks out there. Magpul is a famous one, yes
Thats mine, but i changed the Holes from 3 to 2 to better fit the Topo ^^
I saved out the Bake Scene in Max. A rebake should not be a big problem.
TexTools Material IDs applied as Albedo to easily identify what color what is ^^
Now i will go over to find a nice mix of Desert Colors.
Some Texturing. What do you guys think. Right way or not?
A render in Unreal Engine 4.
Actually it was my goal to render the Weapon in Unreal, just to get more in Contact with an real Engine.
Edge Wear is a good Idea, will do that.
What i´ve learned using Unreal?
Its much harder to get better results then a render from toolbag.
Starting with the Mikkt Tangents that a Bake from 3DSMAX doenst Support.
Over the Lightning Setup which is not easy to create to get some "better" results.
Map Workflow is Albedo, Roughness, Metallic.
Completely done in Photoshop, no other Tools, just for learning purpose ^^
What i see now and what i dont like : The Handgrip is to blocky :-(
But it doesnt matter now...
Thanks Guys, will work on the texture!
Other Places are fine. Its only the Picatiny Rail.
Edit:
The Rails will be covered by a Rail Panel and a Flashlight.
So, should i make a bake in xNormal? ^^