Hi, as a first time on these forums I'd like to share and get some feedback on my first try on a gun.
Prop: Thompson smg model of 1921 -
Selection of reference materialGoal: Gun - baked, textured and 'rendered' in UE4
Progress:
- (DONE) High poly model
- (DONE) Low poly model
- (DONE) Baking
- (ALMOST DONE) Texturing
Beauty Shot: (more detailed shots in post below,
link)
Screenshots High poly:Screenshots Low Poly: (more detailled shots in
post below)
If you'd like to see views from other angles, please ask.
And any feedback will be very much appreciated.
Thanks a lot!
Replies
I'm making myself 1928-M1a1 versions,So I hope my eyes will help
1) That inner "hole" should be wide
2) not the actual shape plus on the m1921 the fire selector should have an hole inside the mesh
3) Pinch on the buttstock
4) Check reference
5) It had an outter round shape, with an edgy inside shape (check pic)
6 not on the picture) The screw you made on the buttstock should be on both sides or on none of them. Never seen one on just one side (that should be handy also for mirroring UV)
Sorree for bad english!
I was able to correct most points, except the pinching in the buttstock.
Here's some screens of the final hipoly, so far, with 50 round rum.
And now on to the lowpoly.
There're still some messy areas, but I could use some feedback if possible.
So far the count is at 11.8k tris and 6.2k verts. Is that ok for a gun like this? If it were to be used in first person view? And where could I optimize the mesh?
Thanks!
Some images:
poly density and tricount are definitely very high. If youre going for a showcase model then its fine but for a first person gun i think you should still optimize more.
also the edges on the sides of the pistol grip could be arranged better.
You can unifify also the back grip and the frame :
This spot has too many verts:
Very good job and looking forward to see the progress on this
highpoly looks nice so far, hopefully you can translate that to the low , maybe just soften up that cut in the reciever a bit, it will get pretty aliased else
Before that I did change a few things to the low poly, according to your feedback for which I'd like to thank you guys.
Again, I'd appreciate your comments.
Especially on the wood, I couldn't get it just right. I assume it's due to the normal mapping not showing the grain too well. But any tips or links would helpful on getting wood to look better.
Anyway, thanks again and here are the shots.
Beauty shot:
Details:
First Person:
Can I see your texture flats? I am going to be texturing a world war 2 grenade in a similar style and it could be helpful to see how you go about it
In the shots they're both 2048^2, but I think the ammo texture could be downscaled to 1024^2.
Good luck with the grenade.
Flats: