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WIP - Thompson model of 1921

polycounter lvl 6
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leovst polycounter lvl 6
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 material

Goal: 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)
ZGSMoeJ.jpg

Screenshots High poly:

vhqeA7y.png
mJnUIqn.png
dkw7jYC.png
JU953GF.png

Screenshots Low Poly: (more detailled shots in post below)
DuLeVjE.png
xttfYkX.png

If you'd like to see views from other angles, please ask.
And any feedback will be very much appreciated.
Thanks a lot!

Replies

  • Grubber
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    Grubber polycounter lvl 15
    Nice modeling! Keep rolling :)
  • Odeca
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    Odeca polycounter lvl 3
    Very good modelling!

    I'm making myself 1928-M1a1 versions,So I hope my eyes will help


    dkw7jYC.jpg

    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!
  • leovst
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    leovst polycounter lvl 6
    After a small delay, thanks Odeca that's some great feedback.
    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.

    CHvxWg5.png
    8Ikk0oC.png
  • leovst
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    leovst polycounter lvl 6
    After a day, I've got a first low-poly iteration of the gun. (magazines still in progress)
    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:
    DuLeVjE.png
    xttfYkX.png
    rPXRbgX.png
    KKdCwic.png
  • Olli.
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    Olli. polycounter lvl 8
    I feel like the indented screw on the buttstock doesnt need to be in the LP geometry. A normal + AO bake should cover it just fine, and simplify your LP topology which is a huge help when UVing.

    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.
  • Odeca
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    Odeca polycounter lvl 3
    You could save a bit more vertecies on the receiver. As Olli said you should be fine without modelling screw on the buttstock. You can save more vertecis also on the receiver as I see a few useless edgeloop, don't worry about some shading artifact , these will be gone with the bake.

    You can unifify also the back grip and the frame :
    Girp.PNG

    This spot has too many verts:

    there%202.PNG


    Very good job and looking forward to see the progress on this
  • Shrike
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    Shrike interpolator
    11k is a more than fine number with a lot of upwards room , what is more important is showing a first person view and making sure it looks flawless from that point of view if you want to make a first person view weapon - that curved magazine ejection lever should have more sides tho,that will looks very messy, and the area behind the grip

    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
  • leovst
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    leovst polycounter lvl 6
    Ok, so I have finally been able to get the baking and texturing done.
    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:
    ZGSMoeJ.jpg

    Details:
    T2ziF7e.jpg
    fivzJow.jpg

    First Person:
    eQOGTCO.png
  • Doxturtle
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    Doxturtle polycounter lvl 8
    looks good :)

    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 :D
  • leovst
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    leovst polycounter lvl 6
    Ok, here you go, the whole is based on two texture sets, shown side by side. One for the gun (left) and one for the ammo + drums and clip (right).
    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:
    2v6VO8B.jpg
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