Had an idea to make a series of late 19th/WW1 aesthetically themed guns for awhile now. Here is a WIP of the first one, using this as an exercise in design and shaders (all materials are without UVs in modo)
I would consider my two points stylistic differences but, I'm unsure what material the grip tape is suppose to be and I would personally define it more. I also think the wood is too shiney for how rough it is, although that type of material could probably be reproduced in the real world.
Overall, I think this new weapon looks really slick.
How long did it take get to this point and were any elements premade?
killinpc: its not grip tape, its a pattern in the wood, right now it looks like its a bit raised though so i should fix that, it should be an indentenation since its carved. No elements were premade, and hard to say how long, since i was iterating quite a bit on the design, and working on the shader alot, and thats what took most of the time. Straight up modelling time is only a couple of hours or so : )
Sometimes I feel like a small team of 8-10 amazing artists pooled together and created Snefer as an elaborate prank to make the rest of us feel self conscious.
Sometimes I feel like a small team of 8-10 amazing artists pooled together and created Snefer as an elaborate prank to make the rest of us feel self conscious.
I was wondering - if you do a low poly, do you bake down your procedural materials since Modo now supports PBR? or do you bake just normals, masks and then do the rest in PS/wherever?
Had an idea to make a series of late 19th/WW1 aesthetically themed guns for awhile now. Here is a WIP of the first one, using this as an exercise in design and shaders (all materials are without UVs in modo)
skyline5gtr, always at home, at work i do workstuff (even though alot of my spare time experiments carry over to work)
dzibarik: yeah I do, but it depends. Sometimes I just bake the masks, it depends on how much cotrol I want and what I do with shading in for example unreal.
You really upped the game with that rocket launcher.
I just wonder,
How do you manage to come up with designs that are so concise, the details feeling so grounded?
Every time I try to design something of the military/sci-fi nature I get to a point when I'm quite happy with the silhouette, but I run out of steam when it comes to details.
frmdbl: I just freestyle it most of the time after looking at refs and absorbing as much of the style as i can. Also i really love details, so that is never my problem. I'd say my problem is the overall designs : )
The cubemap you are using has annoying lines in it. XD I just had to find something that I could see that was wrong. I think you should keep making guns :P It looks awesome! Keep it up!
hehe, criszuko, thats actually an overlay on the image, but yeah.. now it annoys me too, haha
xChris: As far as I know there are no tutorials for it no, or atleast not that I found. I touch briefly on it in my transport vehicle but its relatively light compared to this.
Figured I would reuse this thread to post some more guns! This is a speedmodel I made during my last two livestreams, about 3h of work, textured picture is from UE4.
Great as always!Thanks a lot for sharing your tecniques!My only critique for the last piece is for the grip texture (the "wooden" one)...I would give them a bit more love to match the quality of the rest of the gun!:)
Thanks everyone! Yeah, the texture is very rough, pretty much automatic stuff from Quixel suite. Tbh i wont spend more time on it, since it was just a quick fun thing for the stream
I made this gun some time ago on my livestream, last night i figured I would make a quick lowpoly for it, and use it as texturing practice. So..here is my semi-completed lowpoly (a bit sloppy but personal art and no budgets so eh) Will prob put it at around 8-10k. (textured shots are the highpoly)
Replies
Had an idea to make a series of late 19th/WW1 aesthetically themed guns for awhile now. Here is a WIP of the first one, using this as an exercise in design and shaders (all materials are without UVs in modo)
I would consider my two points stylistic differences but, I'm unsure what material the grip tape is suppose to be and I would personally define it more. I also think the wood is too shiney for how rough it is, although that type of material could probably be reproduced in the real world.
Overall, I think this new weapon looks really slick.
How long did it take get to this point and were any elements premade?
\o/
I give up
Seriously, really nice material definition Snefer
the Snefer collective, good work Snefers! :P
My jaw dropped in sync with me jizzing
skyline5gtr, always at home, at work i do workstuff (even though alot of my spare time experiments carry over to work)
dzibarik: yeah I do, but it depends. Sometimes I just bake the masks, it depends on how much cotrol I want and what I do with shading in for example unreal.
You really upped the game with that rocket launcher.
I just wonder,
How do you manage to come up with designs that are so concise, the details feeling so grounded?
Every time I try to design something of the military/sci-fi nature I get to a point when I'm quite happy with the silhouette, but I run out of steam when it comes to details.
frmdbl: I just freestyle it most of the time after looking at refs and absorbing as much of the style as i can. Also i really love details, so that is never my problem. I'd say my problem is the overall designs : )
then I see you post and realize there is no hope.
really diggin the metal texture. it´s hard to see it´s procedural
xChris: As far as I know there are no tutorials for it no, or atleast not that I found. I touch briefly on it in my transport vehicle but its relatively light compared to this.
http://www.youtube.com/watch?v=sBH5POU_ew4
(textured shots are the highpoly)