Damn fine work! I'm curious if you have any tips to give on how you achieved the different materials.
Also I looked at your portfolio and you have a misspelling on the title of "assalut gun" and "mamroset toolbag" on your about page. I would suggest you maybe skim for more errors on your site.
Those materials are amazing, would love to see some material flats or a workflow how you did it, as the modeling looks great never seen that gun before
Of course there are many variants of that weapon, made in the States, Russia, China, Egypt and from anywhere else. This leads to minor different details and different markings. There are at least four different Russian builds.
I don't know which reference you used, but I see many small false proportions (gas pistons area) and a few wrong details (muzzle, nuts). The cleaning rod is carried on the left side of the receiver, not on both sides. You have the area on both sides, but the cleaning rod only on the left.
The entire model is still awesome and the texture is really good work! :thumbup:
@ferrettank - Yup, i agree with "left side of picture", specially about fabric normal map xD. But I can't agree with top wear of wood. If I add there more edge wear it could be "too much" and also, what it's more importat - could made this part too flat and boring. I mainly damaged side-part (not top), beacuse it make wooden grip more "solid/sharp" rather than round. I understand your ponit - in real life, probably we can get edge wear on the top, it's much more natural, but visually it will be worse.
@Colditz - You have great eye, and knowledge about weapons! For me, the most important thing in creating a gun, it's GIVING AN EXPRESSION about gun, not reproduce it, 1:1 from real world. FPP view determine MANY MANY changes of proportions. And also some of changes are determined by technice (like mirror for exaple (to reduce used place on UV) ;] Foresight - for instance - is completly redesigned, because original could be totaly unplayable in videogame.
I also have a funny anegdote from my life - few years ago, when i worked in a studio, i cooperated with one of programer, who set up guns in egine (you know, damage point, etc) One day we chat about guns proportions . I said him about my idea of creating gun, and he told me: " But you know man, some people are like him..." (and send me this link - (look at the end of post).
So the most important is to give an expression, visual clerity, feeling of shape in fpp (if it a kind of big gun, pistol, rocket launcher?) and many other... 1:1 realism it's less important ;]
But i understand your point, you probably have much bigger knowledge about this gun than me. I admire that
@Colditz - You have great eye, and knowledge about weapons! For me, the most important thing in creating a gun, it's GIVING AN EXPRESSION about gun, not reproduce it, 1:1 from real world. FPP view determine MANY MANY changes of proportions. And also some of changes are determined by technice (like mirror for exaple (to reduce used place on UV) ;] Foresight - for instance - is completly redesigned, because original could be totaly unplayable in videogame.
I also have a funny anegdote from my life - few years ago, when i worked in a studio, i cooperated with one of programer, who set up guns in egine (you know, damage point, etc) One day we chat about guns proportions . I said him about my idea of creating gun, and he told me: " But you know man, some people are like him..." (and send me this link - (look at the end of post).
So the most important is to give an expression, visual clerity, feeling of shape in fpp (if it a kind of big gun, pistol, rocket launcher?) and many other... 1:1 realism it's less important ;]
Haha, nice video. Only thing is that I'm not American. :poly114: Anway, I know what you mean. In the industry work is more like that, time pressure, deadlines and everything, important thing is how it looks and not that every detail or proportion is 100%. I work on things in my spare time and don't have to care about any deadlines.
Haha, nice video. Only thing is that I'm not American. :poly114: Anway, I know what you mean. In the industry work is more like that, time pressure, deadlines and everything, important thing is how it looks and not that every detail or proportion is 100%. I work on things in my spare time and don't have to care about any deadlines.
I wasn't about you I just thought back it and i it's quite funny, so i decided to post it.
And i should add one more thing - One part of the artist work it's to convert "real" shapes into "game shapes" by manipulating proportions etc.
Sure if you need to create a normal map you have do adjust a few edges to get a better result. Many artist choose to adjust the weapons sight for a better view, but in my opinion is if a weapon sight is bad, its bad. This makes weapons weapons different (besides rate of fire, recoil and capacity). The manufacturer intended to do it this way, and so it is. On many old weapons like STEN MK.II, MAS38 or the UD42 the rear sight is so small, you can't almost look through it when you have it in front of your eyes. I don't know how they got used to that at this time.
Replies
Also I looked at your portfolio and you have a misspelling on the title of "assalut gun" and "mamroset toolbag" on your about page. I would suggest you maybe skim for more errors on your site.
Buuuut...
And what's the tri count on that?
@Kaine123 - oh, i never thought that someone reads this Thanks!
@Kosai106 - i forgot about it :C but it's out of FPP view...
Wire (35k tri): https://dl.dropboxusercontent.com/u/27384435/Portfolio/wire.jpg
Textures (rescaled from 4K): http://piratportfolio.boo.pl/wordpress/wp-content/uploads/2015/01/texture_sheet.jpg
Ahh I see ... nevermind even if you have used dDo for this it looks really great
Thanks for texture sheets
There are a few things that stuck out for me, I labeled them in the picture.
Anyways, keep up the good work !
Amazing, love the bit of heat oxidization on the barrel.
I don't know which reference you used, but I see many small false proportions (gas pistons area) and a few wrong details (muzzle, nuts). The cleaning rod is carried on the left side of the receiver, not on both sides. You have the area on both sides, but the cleaning rod only on the left.
The entire model is still awesome and the texture is really good work! :thumbup:
He posted his flats
@ferrettank - Yup, i agree with "left side of picture", specially about fabric normal map xD. But I can't agree with top wear of wood. If I add there more edge wear it could be "too much" and also, what it's more importat - could made this part too flat and boring. I mainly damaged side-part (not top), beacuse it make wooden grip more "solid/sharp" rather than round. I understand your ponit - in real life, probably we can get edge wear on the top, it's much more natural, but visually it will be worse.
@Colditz - You have great eye, and knowledge about weapons! For me, the most important thing in creating a gun, it's GIVING AN EXPRESSION about gun, not reproduce it, 1:1 from real world. FPP view determine MANY MANY changes of proportions. And also some of changes are determined by technice (like mirror for exaple (to reduce used place on UV) ;] Foresight - for instance - is completly redesigned, because original could be totaly unplayable in videogame.
I also have a funny anegdote from my life - few years ago, when i worked in a studio, i cooperated with one of programer, who set up guns in egine (you know, damage point, etc) One day we chat about guns proportions . I said him about my idea of creating gun, and he told me: " But you know man, some people are like him..." (and send me this link - (look at the end of post).
So the most important is to give an expression, visual clerity, feeling of shape in fpp (if it a kind of big gun, pistol, rocket launcher?) and many other... 1:1 realism it's less important ;]
But i understand your point, you probably have much bigger knowledge about this gun than me. I admire that
Video: [ame="https://www.youtube.com/watch?v=a8UgOvJVol8"]https://www.youtube.com/watch?v=a8UgOvJVol8[/ame]
https://dl.dropboxusercontent.com/u/27384435/Portfolio/texture_sheet.jpg
Haha, nice video. Only thing is that I'm not American. :poly114: Anway, I know what you mean. In the industry work is more like that, time pressure, deadlines and everything, important thing is how it looks and not that every detail or proportion is 100%. I work on things in my spare time and don't have to care about any deadlines.
I wasn't about you I just thought back it and i it's quite funny, so i decided to post it.
And i should add one more thing - One part of the artist work it's to convert "real" shapes into "game shapes" by manipulating proportions etc.
Yes, but not only, sometimes you need "go deeper"
No, it doesn't work that way. If in game, you have weapon with bad designed 'sight elements' , no one want to play with it.
But real good weapon choice in there, I really enjoyed the game.
I tell you something in secret -> some of them have bad "sight design" ;D
But i learnt a lot from that time .
It mostly depended on my boss, but i also had something to say in the choice. Thanks!