I really dig the looks of the Walther SLD Flaregun (Mainly because it looks like the double barreled shotgun from Quake 1 lol.) So I decided to make it in 3d. This is my second PBR material. It's hovering around 4.6k tris at the moment.
Reference
High Poly
Low Poly+Wires (Big Images!)
The materials are very much a work in progress so I would appreciate any suggestions you have!
looking intredasting. Do you use any automated texturing solution(quixel, substance) for this model?
Nope! I figured someone might think that just because I'm using the cavity map as a mask for the edge wear.
I'm considering switching away from the black metal to a more grey gunmetal-ish kind of color. Any opinions on that? I know it wouldn't necessarily match the reference but I don't feel like that's a huge deal.
how do you get normal map so nice on the 90 degree flat edges?? I was always told that no edge could be a sharp drop off like that
Which part are you referring to specifically? I could elaborate on a few different methods I used for both the diamond wood pattern and the subtle indentation on the handguard wood.
Which part are you referring to specifically? I could elaborate on a few different methods I used for both the diamond wood pattern and the subtle indentation on the handguard wood.
Do you mean to ask how I made the normal map like that with no smoothing errors? It's as simple as baking it with 2 separate smoothing groups for those faces.
oh well i dont know what smouthing groups are
is that for 3ds max? i use sketchup and unity
Smoothing groups are universal to any sort of 3d model and they play a large part in how normal maps are displayed when applied to a mesh. A 90 degree angle is fine as long as there is a split in both the uv mapping of the model and in the smoothing groups. A good thin to do would be to try to get your hands on the free student version of 3ds max, but if you can't then I suggest you try out Blender as it is free. I can point you in the right direction if you want to start learning 3ds max (I've never used Blender though.)
I've made normal maps before but never had luck with really sharp edges, i get a lot of artifacts and issues
Universal steps:
1. Borders of UV islands should be hard edges ( different smoothing groups for 3dmax)
2. Make proper cage and export it with low poly. I also recommend triangulating before export.
3. Bake with xNormal, using external cage.
Replies
As for the material, I'd say bring down the saturation on that wood.
Let dem come!
Nope! I figured someone might think that just because I'm using the cavity map as a mask for the edge wear.
I'm considering switching away from the black metal to a more grey gunmetal-ish kind of color. Any opinions on that? I know it wouldn't necessarily match the reference but I don't feel like that's a huge deal.
Also thanks for the kind words guize.
Which part are you referring to specifically? I could elaborate on a few different methods I used for both the diamond wood pattern and the subtle indentation on the handguard wood.
attached image
is that for 3ds max? i use sketchup and unity
Here is the high poly wireframe view. I know it's messy but it gets the job done. :poly136:
Smoothing groups are universal to any sort of 3d model and they play a large part in how normal maps are displayed when applied to a mesh. A 90 degree angle is fine as long as there is a split in both the uv mapping of the model and in the smoothing groups. A good thin to do would be to try to get your hands on the free student version of 3ds max, but if you can't then I suggest you try out Blender as it is free. I can point you in the right direction if you want to start learning 3ds max (I've never used Blender though.)
http://en.wikipedia.org/wiki/Smoothing_group
[ame="https://www.youtube.com/watch?v=kGszEIT4Kww"]The Fundamentals of Perfect Baking - YouTube[/ame]
http://www.polycount.com/forum/showthread.php?t=107196
http://wiki.polycount.com/wiki/Polycount
http://www.autodesk.com/education/free-software/3ds-max
http://www.blender.org/
1. Borders of UV islands should be hard edges ( different smoothing groups for 3dmax)
2. Make proper cage and export it with low poly. I also recommend triangulating before export.
3. Bake with xNormal, using external cage.