Sniper Rifle SVD Dragunov
First real-time asset, coming from a 3D generalist job it took me a while put my hands on a really real-time project from start to finish.
Yep I have quit my job to work in the video games industry over the past few months
(yeah !) so I started to learn the basics of Normal Map Baking, PBR texturing, vertex normal and some other pleasures
:)
Coming from Max I wanted to learn first the basics of Maya to do this gun entirely with maya and so be able to model on a different software which is now the case and a bit faster whats more.
Now at the texturing process I felt like it was time to show a bit of what Ive done with the modeling and the baking.
Please Dont be nice with me cauze its my first asset aside from my « box baking tutorial »
Many thanks to Najah Benothman (
http://nbenoth.com/) for the help and support he provided me over the difficulties and software weirdiness Ive came across !
Thanks for visiting !
Replies
- It's a very small area
- You can't see it from first person view
- Adds a (tiny) amount of extra work to UV's etc
Only bring this up because imo it's a good thing to think about, regardless of any set tri limit it's more important to use geometry efficiently than to be under some arbitrary number. But on the other hand apparently geometry is not the biggest thing to optimise these days (UV space and material/shader complexity being more important) anyway so meh.Looking forward to seeing your textures; love the SVD.
Yeah that's a good point. Check this reference here, the ridges are much more prominent.
Thx
I'm quite happy with what I've came up with for now, just albedo map for now.
Preview a bit too glossy and holes and details maybe a bit too deep. I'll fix that and add some scratches and desaturation in the scratches. maybe I'll jump into ddo for that...
Yep ! It was something I wondered during modeling but totally forgot. I will maybe add a big cylinder it won't be long !
For now I'm struggling with the post of "ghaztehschmexeh" about the inner wood texturing because even if that's more accurate in the realistic way I don't find the result pleasant.
Besides I'm having some streched texture so I might go for the texture I made this morning If I can't solve this issue !
Hey absolutely right about the geo used for the handgrip, this is a bit high compared to the rest of the gun. For the receiver though I guess it's ok. If I had time I would simplify the handgrip a bit. as It's my first real time asset I was so impatient to go for the next part : texturing, that I surely went a bit generous by the end of the modeling process... even If I respected my polybudget of 15 000 Tris for Gun + scope. I guess It gaves me signal that I could go for the next step without further observation and optimization.
Once All the textures are done and ready to folio I will maybe just do this improvement.
I modelled high poly and low poly in - Maya all parts except for the leathered cushion and the handgrip. I used zbrush for scuplting the cushion (adding leather scratches and folds to make it look like a bit old and devastated by the years). For the handgrip I wanted to try the Zremesher. Now I can see I shoudn't have been satisfied with the topo It gaves me and tweak it to optimize it a bit more.
Bake with Xnormal
Adding further details in the normal with Ndo like, bolts, laser marks, screw and so on
Texturing with photoshop/Ndo and photographs of 2 different woods : One clean with the tone and patterns I like and other with lots of degradation and scratches and thermites holes. I've taken some littles details and mix things to get that.
I'm currently refining this texture and adding a different one on the inner part of the handgrip. (like layers of woods been squeezed together)
Then I will go for the texture of the leathered cushion. And after that I guess I will jump to ddo for the rest.
Renders in marmoset. I tried 3DO but it gaves me weird issues, it feels like it interprates my normals like Flip in the Y...
Started the diffuse texture for the leathered old cushion.It misses some details to make it older. I will try to use dDo for that.
Now I'm ok with texturing in photshop and I will make my color map to go into dDO for a first launch
Altough iirc all standart issue Stocks on the old SVD are made from Plywood.
Custom Stocks arent that common in the Russian Military..
Context thing..
(Some Textures, colors are not 100% real life accurate I mean that I'm happy with the choices I made for texturing ! even if it's not the realistic way !)