Are those view-port grabs in max?! What sorcery is this?
Yeah, they're composites though. For each one I took an alternate shot with very high-goss materials and used that to get the tight highlights. I think it looks way more realistic because normally point lights in 3ds don't have any volume, unlike a real life light source, so they end up reflecting in a totally fake way. A lotta games do that too unfortunately
Looking great! No zbrush for modeling? I keep wondering about the technique I saw Massive guys doing for The Division, they showed it at Zbrush summit.
Only part that doesn't do it for me is the barrel threading. I'm all for exaggeration for a good rip, but it Looks too rounded and terminates somewhat abruptly.
I think something like this would work well:
For the low: It's obvious you're going for really clean/tight rips, which is looking awesome! Rips are crisp atm. But some areas feel a bit lazy and haphazard. like the "Y" where the trigger guard leads into the frame for instance. There are two loops supporting the edges on either side (which I get) but then two needles loops in between those.
The loops up at the top of the grip liners as well. You could achieve a rip just a clean and tight with more optimization at the top, with the same silhouette. Same with various other spots around the frame/bolt.
While you're being generous with geo I don't see a reason why bits like the trigger couldn't have another 40-60 tris to smooth out the shape a bit.
I know it's a wip. So that all might work itself out, just my .02.
it looks nice man, but are you truly satisfied ? it feels like you are not making an visual improvement or trying anything new for yourself.
I know im the bummer here again, but you are doing the exact same thing again with the very same slightly stilized edges on low smoothing subdivison ,
with the same still-slightly-edgy silhouette / polycount. If you make 2-3 of those, then its a stylistic choice, if you make them all like this, then it appears that you dont know any different. It looks to me that you are aiming for realism but are struggling in a kind of stilized
aesthetic.
Get out of the comfort zone! , try sculpting as the other suggest, and maybe go for showcase like perfect silhouette, higher tex rez and sharper more realistic edges in another gun and get that photorealism, or something completely different. Add some small details, a sticker, a piece of tape, some key ring, text marker writing, rope, make the guns unique. Show off masterfully crafted first person view with adjusted texel density and detail. There are many possibilities,
but its your thing, do as you think, but think. You even named the thread "gun"
- conscious knowing you are repeating a mundane task.
You want to make the best possible weapons right ? go for the next steps man
I do.
Does that change anything on my saying ? Its very obvious that he worked on the AW AK12 per example. Now is it good that you can see that ? I wouldn't necessarily say so.
Well im going to leave it at this, It was only meant good, we are here to help each other afterall. If Ben thinks he knows better, ignore criticism/my comments and is only here for the gratification, its his life and choice (which I ofc accept.)
the bolt appears to have two bolt faces, like a xenomorph mouth.
22's generally dont need any locking lugs at all let alone the 8 or whatever the ar15 type has. there's also an extractor appearing visually on the side where it normally would be on a ruger 22 - there'd be no problem just deleting the ar15 bolt face and using what you already have there. Not as fancy a detail i kno but it looks a little strange doubling up
Shrike, I only said that because you start by saying it looks nice. Then you start rambling on and on.
So basically it looked to me that you were lecturing instead of saying something constructive to the model itself.
Plus, this isn't one of those, like you said "stilized edges on low smoothing subdivison", it's proper sub d model. so you know. yolo
(i meant subdivision, but he seems to leave it at 2x sub or such, so you
get these pinching artifacts)
i guess i didnt express myself too well, im sorry. I think it was constructive, while not specific that is true, but I already spend the time in an another thread without a response and similar info (so i recap'd), and as you see here is it not too rewarding spending the time and effort trying to help someone, you usually end up looking like a douche, but if my forum persona looks a little bad, for that someone is helped with his shared passion, then that is usually a fine trade for me.
Ok I wish a nice modeling christmas then : ) Candy cane camo anyone ?
Replies
LP parts with test bakes. ~4400 tris so far so probably gonna end up 8-10k
Only part that doesn't do it for me is the barrel threading. I'm all for exaggeration for a good rip, but it Looks too rounded and terminates somewhat abruptly.
I think something like this would work well:
For the low: It's obvious you're going for really clean/tight rips, which is looking awesome! Rips are crisp atm. But some areas feel a bit lazy and haphazard. like the "Y" where the trigger guard leads into the frame for instance. There are two loops supporting the edges on either side (which I get) but then two needles loops in between those.
The loops up at the top of the grip liners as well. You could achieve a rip just a clean and tight with more optimization at the top, with the same silhouette. Same with various other spots around the frame/bolt.
While you're being generous with geo I don't see a reason why bits like the trigger couldn't have another 40-60 tris to smooth out the shape a bit.
I know it's a wip. So that all might work itself out, just my .02.
Looks tight man. Looking forward to textures.
P.S.:Needs moar zbrush :thumbup:
I know im the bummer here again, but you are doing the exact same thing again with the very same slightly stilized edges on low smoothing subdivison ,
with the same still-slightly-edgy silhouette / polycount. If you make 2-3 of those, then its a stylistic choice, if you make them all like this, then it appears that you dont know any different. It looks to me that you are aiming for realism but are struggling in a kind of stilized
aesthetic.
Get out of the comfort zone! , try sculpting as the other suggest, and maybe go for showcase like perfect silhouette, higher tex rez and sharper more realistic edges in another gun and get that photorealism, or something completely different. Add some small details, a sticker, a piece of tape, some key ring, text marker writing, rope, make the guns unique. Show off masterfully crafted first person view with adjusted texel density and detail. There are many possibilities,
but its your thing, do as you think, but think. You even named the thread "gun"
- conscious knowing you are repeating a mundane task.
You want to make the best possible weapons right ? go for the next steps man
the definition of insanity
i'll be cleaning up the geo a bit still, but it's all represented in the LP now. sitting at about 8.5k. gonna tighten the threading too, good call s6.
Surface Tension.
Does that change anything on my saying ? Its very obvious that he worked on the AW AK12 per example. Now is it good that you can see that ? I wouldn't necessarily say so.
Well im going to leave it at this, It was only meant good, we are here to help each other afterall. If Ben thinks he knows better, ignore criticism/my comments and is only here for the gratification, its his life and choice (which I ofc accept.)
22's generally dont need any locking lugs at all let alone the 8 or whatever the ar15 type has. there's also an extractor appearing visually on the side where it normally would be on a ruger 22 - there'd be no problem just deleting the ar15 bolt face and using what you already have there. Not as fancy a detail i kno but it looks a little strange doubling up
So basically it looked to me that you were lecturing instead of saying something constructive to the model itself.
Plus, this isn't one of those, like you said "stilized edges on low smoothing subdivison", it's proper sub d model. so you know. yolo
get these pinching artifacts)
i guess i didnt express myself too well, im sorry. I think it was constructive, while not specific that is true, but I already spend the time in an another thread without a response and similar info (so i recap'd), and as you see here is it not too rewarding spending the time and effort trying to help someone, you usually end up looking like a douche, but if my forum persona looks a little bad, for that someone is helped with his shared passion, then that is usually a fine trade for me.
Ok I wish a nice modeling christmas then : ) Candy cane camo anyone ?
Go all out man!
I lol'd. This is why decal systems were invented for game engines.