Yo so I'm working on this gun at the moment, to replace one already on my portfolio. Any criticism is appreciated, let me know what you think. High poly is done, moving swiftly on~
Thanks! And dude I know how much you wrack your brain over high poly modelling. I'll do you one better - I'll give you the unsmoothed mesh itself for you to study. Just, you know, don't use it for anything that'd make me sad
Got the low poly and UVs done, sitting around 27K triangles. Allowing for 8 pixels of padding on a 4K texture, I've used around 90% of usable UV space. Tried a new workflow regarding UVs, mapped each part as I made it, then used the polytools UV normalizer to match each part's texel density. This way I did not have to collapse the parts together (max won't match UV scales unless it's one editable poly) - which works nicely with my baking workflow of exporting separate non-intersecting groups instead of exploding the meshes.
Tomorrow I will do some baking, but for now I am extremely tired (so time to play kerbal space program!)
Baking done, took longer than I wanted. It always seems like it's going to go flawless and then some stupid thing crops up. Today I learnt that mirroring stuff can flip normals! Also got a bit of nDo normals on there for text. Going to be moving on to texturing next, wish me luck!
superb work so far. very interesting looking weapon, looks like an AK body turned into a compact bullpup.
27k triangle? have ı missed something or that kind of polycounts became plausible these days?
Wow, thanks everyone! I find the secret to a great bake it to use a lot of polygons, lol. I know it's a lot of triangles, I was extravagant. I mean there are a couple of modeled springs that are barely on show, and use quite a few tris! But, you know, I feel it's a plausible amount and it's for my portfolio - so why not
Texturing I'm not so strong with, I'll really appreciate feedback as I start doing that.
keep in mind that this is based off an ak. so you can use some parts as ref.
mag release, selector, cocking handle. some of them miss tiny bits n pieces.
Recently picked up substance painter. It feels so much more natural than photoshop, and it's so quick and easy to iterate. This is what I have so far for this.
Yeah I was thinking the same. Planning on working on the metal material, giving it a bit more variation etc. I also plan to play with the paint a bit more, adding/changing the structural wear and dirt on the mag and to do another pass on the wood.
The dirty paint looks pretty damn good. You're making good use of the 4k res. Does it look noisy from a bit further away though?
Some small points; the scratches from the fire selector are odd; there should probably only be the one main scratch that is curved (as the selector is pushed up/down, think about where it rotates from). You also don't have the indents for it to click into near the full auto and semi auto markers, but that's a quick fix in ndo. Not too sure the wear at the rear of the receiver cover makes much sense considering the stock.
The wood peeling looks good but doesn't make much sense since it's a varnish, not something that would chip away. Not too sure about the wrinkly stuff either. And since you said you're going to take a look at the wear on the mag, make sure the extrusions get wear around their edges. Currently you have curved parts of the mag worn but not the extrusion edges, which is very odd.
and +1 to what pedro said about the underlying metal appearing noisy; is that height noise in sp? If so it might appear a lot less strong once exported (converted to a normal).
Speaking of, how are you finding substance painter? I'm working on a similar gun at the moment and I'm quite liking SP, though performance could be better. Probably just my GPU though. How much of your dirt and wear (particularly edge wear) is procedural and how much is handpainted? I wouldn't mind seeing some albedo/roughness shots from SP too
Thanks man those are some great points, I fully agree with you.
It is indeed height noise, I just chucked on white noise to the metal layer to get a slightly better impression as I was working on the scratches.
I am loving substance painter. I actually found that if you are painting, I get lag on layers which are below a bunch of others. Bringing it to the top of the stack stops this.
In terms of edge wear I'd say that it's about 50/50 procedural and hand painted. I had issues getting nice curvature on places where the hp/lp matches quite closely. I ended up using Meshlab to bake a curvature map onto my high poly vertex colours, and then baked this down onto my low poly. Unfortunately it was a colour based curvature map and I don't know how to convert this to a greyscale one. I ended up making a quick substance to handle it, which isn't perfect as I'd have liked to have piped it into the mask builder.
Dirt I placed procedurally and did some manual removal. I'm probably going to go in and paint some in by hand though.
some great points here, I agree with the wear near the rear of the receiver. It seems like very directional wear for an area that would be mostly guarded by the stock. Some sort of surface wear wouldn't be bad but perhaps not something that looks like it was drag across the ground. Same for the big scratched surface you have between the magazine and pistol grip. Perhaps something more rubbed off or chipped off rather than the intense directional damage.
"Unfortunately it was a colour based curvature map and I don't know how to convert this to a greyscale one"
Did you just pull out the necessary channel you need? Usually green channel is for convex and red is for concave.
Yeah you are very right. I think I was just overly enthusiastic with the wear! I used colour selection in designer to create masks. But I actually used my brain after your comment and have created a greyscale version
I am loving substance painter. I actually found that if you are painting, I get lag on layers which are below a bunch of others. Bringing it to the top of the stack stops this.
Interesting; I haven't tried that yet. I got some good info about SP performance after I asked about it in their subforum. One non-vram performance tweak I've found since then is, if you're getting lag when painting, change the brush from tangent space to UV. It's a lot less performance intensive and lets me paint on layers that would otherwise be unusable. You can't really use that around seams though.
Some of the nicest textures and edges (variation + realism) ive seen in the last
No hole in the barrel ?! Also the rounded rectangle dirt is too uniform id say
You could make it really next level with some humanization elements
(sticker, piece of tape, carvings etc, extra nice if they are super eroded as well)
Also more time into background and lighting could be spend, also not sure about the color choices and a bit more exposure would do good, aside very nice
Thanks man, that means a lot!
Yeah I just noticed the barrel thing. I'm sure I added AO+roughness to fake the hole, I guess I deleted it by accident. Maybe I can photoshop it without it looking like a bullshot? haha. I really don't want to remake these images :P
I'm not sure which part you mean by the rounded rectangle.. do you mean the part directly above the grip? I will certainly add something fun down the line maybe. I find it quite difficult to say "I'm done" and am actually quite proud of myself for saying so. I find it quite easy to faff around not ready to commit to saying I'm happy with it (before game art I did physics, it was quite easy to tell when you were done so I always found the end part difficult).
I actually spent a decent amount of time on lighting, I feel like it is something I am actively improving on over time. I'm happy that this is the best I can do at the moment without spending too much time on it. Again, I'm trying to avoid spending way too much time not being *quite* happy with my work. I recently finished a model which I have been improving little by little for literally years. I need to stop doing that kind of thing.
I can never seem to get the background right by you guys haha. I did one before which people were like "too distracting" So I thought I would go with a simple gradient... the colour is just something unified across my portfolio, it can be changed but that can be discussed when I get some feedback on that as a whole.
I think I'll avoid making any changes at this point just because I need to keep up this ability to say "it's finished". If I get any glaringly bad feedback I will though. Otherwise, I'll push it a bit further down the line! I hope this is a reasonable thought process.
Thanks for the feedback, and I am keen to hear more from people!
Thanks!
Hmm, I did not notice that bek! That part isn't two sided, to save on polygons. It isn't visible from most angles, so I thought it wouldn't be an issue. I'll probably do some fixing up and I'll cheat and just turn off culled back faces
Thanks a lot for sharing your work Ghaz, it turned out really well.
I've been studying your high poly obj file and I've noticed some weird topology in certain areas, for example, incomplete edge loops, triangles and ngons.
Does topology not matter in this case as long as the high poly mesh looks good when smoothed?
Just trying to gain a better understanding of topology - always thought that clean and consistent edge flow was desired when modelling.
Yup, I just terminate loops when they annoy me in any way which doesn't effect the smoothed high poly. So on flat planes you can do this however you want usually (although if you try to terminate a lot at once it can cause issues). It's a lot more important to be careful on curved surfaces, but even then sometimes n-gons and triangles can be fine.
Replies
Download it here
btw are you supposed to aim via that hole?
http://prntscr.com/5rmo9g
Tomorrow I will do some baking, but for now I am extremely tired (so time to play kerbal space program!)
27k triangle? have ı missed something or that kind of polycounts became plausible these days?
it's not too weird with the new consoles being out, and visually you might as well go high-poly if you're gonna use a 4k texture imo.
I actually think we have this exact model in "our" game as well
hmm really? don't remember anyone was making it :poly141:. but there was shittons of content produced so I might be missed that one.
And thank you very much for the OBJ, this is really helpful for newbies like me :]
Texturing I'm not so strong with, I'll really appreciate feedback as I start doing that.
keep in mind that this is based off an ak. so you can use some parts as ref.
mag release, selector, cocking handle. some of them miss tiny bits n pieces.
Does this look better?
The underlaying metal looks like it has a bit too much noise i think.
Yeah I was thinking the same. Planning on working on the metal material, giving it a bit more variation etc. I also plan to play with the paint a bit more, adding/changing the structural wear and dirt on the mag and to do another pass on the wood.
Some small points; the scratches from the fire selector are odd; there should probably only be the one main scratch that is curved (as the selector is pushed up/down, think about where it rotates from). You also don't have the indents for it to click into near the full auto and semi auto markers, but that's a quick fix in ndo. Not too sure the wear at the rear of the receiver cover makes much sense considering the stock.
The wood peeling looks good but doesn't make much sense since it's a varnish, not something that would chip away. Not too sure about the wrinkly stuff either. And since you said you're going to take a look at the wear on the mag, make sure the extrusions get wear around their edges. Currently you have curved parts of the mag worn but not the extrusion edges, which is very odd.
and +1 to what pedro said about the underlying metal appearing noisy; is that height noise in sp? If so it might appear a lot less strong once exported (converted to a normal).
Speaking of, how are you finding substance painter? I'm working on a similar gun at the moment and I'm quite liking SP, though performance could be better. Probably just my GPU though. How much of your dirt and wear (particularly edge wear) is procedural and how much is handpainted? I wouldn't mind seeing some albedo/roughness shots from SP too
It is indeed height noise, I just chucked on white noise to the metal layer to get a slightly better impression as I was working on the scratches.
I am loving substance painter. I actually found that if you are painting, I get lag on layers which are below a bunch of others. Bringing it to the top of the stack stops this.
In terms of edge wear I'd say that it's about 50/50 procedural and hand painted. I had issues getting nice curvature on places where the hp/lp matches quite closely. I ended up using Meshlab to bake a curvature map onto my high poly vertex colours, and then baked this down onto my low poly. Unfortunately it was a colour based curvature map and I don't know how to convert this to a greyscale one. I ended up making a quick substance to handle it, which isn't perfect as I'd have liked to have piped it into the mask builder.
Dirt I placed procedurally and did some manual removal. I'm probably going to go in and paint some in by hand though.
Albedo/rough
"Unfortunately it was a colour based curvature map and I don't know how to convert this to a greyscale one"
Did you just pull out the necessary channel you need? Usually green channel is for convex and red is for concave.
No hole in the barrel ?! Also the rounded rectangle dirt is too uniform id say
You could make it really next level with some humanization elements
(sticker, piece of tape, carvings etc, extra nice if they are super eroded as well)
Also more time into background and lighting could be spend, also not sure about the color choices and a bit more exposure would do good, aside very nice
Yeah I just noticed the barrel thing. I'm sure I added AO+roughness to fake the hole, I guess I deleted it by accident. Maybe I can photoshop it without it looking like a bullshot? haha. I really don't want to remake these images :P
I'm not sure which part you mean by the rounded rectangle.. do you mean the part directly above the grip? I will certainly add something fun down the line maybe. I find it quite difficult to say "I'm done" and am actually quite proud of myself for saying so. I find it quite easy to faff around not ready to commit to saying I'm happy with it (before game art I did physics, it was quite easy to tell when you were done so I always found the end part difficult).
I actually spent a decent amount of time on lighting, I feel like it is something I am actively improving on over time. I'm happy that this is the best I can do at the moment without spending too much time on it. Again, I'm trying to avoid spending way too much time not being *quite* happy with my work. I recently finished a model which I have been improving little by little for literally years. I need to stop doing that kind of thing.
I can never seem to get the background right by you guys haha. I did one before which people were like "too distracting" So I thought I would go with a simple gradient... the colour is just something unified across my portfolio, it can be changed but that can be discussed when I get some feedback on that as a whole.
I think I'll avoid making any changes at this point just because I need to keep up this ability to say "it's finished". If I get any glaringly bad feedback I will though. Otherwise, I'll push it a bit further down the line! I hope this is a reasonable thought process.
Thanks for the feedback, and I am keen to hear more from people!
Sure. I did all of the texturing inside of Substance Painter. Full texture res is 4K.
My only crit apart from the blocked up barrel is this:
something gone wrong when putting that image together?
Hmm, I did not notice that bek! That part isn't two sided, to save on polygons. It isn't visible from most angles, so I thought it wouldn't be an issue. I'll probably do some fixing up and I'll cheat and just turn off culled back faces
I've been studying your high poly obj file and I've noticed some weird topology in certain areas, for example, incomplete edge loops, triangles and ngons.
Does topology not matter in this case as long as the high poly mesh looks good when smoothed?
Just trying to gain a better understanding of topology - always thought that clean and consistent edge flow was desired when modelling.
Thanks.