Hi, everyone. This is my first WIP on this forum. Decided to model a weapon 'PP-2000' for some contest to practice in modeling/uving/texturing a game-ready asset. My progress so far:
Hi, everyone. This is my first WIP on this forum. Decided to model a weapon 'PP-2000' for some contest to practice in modeling/uving/texturing a game-ready asset. My progress so far:
Having a problem with modeling flash suppressor:
Help, please:)
Have you tried doing something like, making the hole shape on a 2 D plane and giving it enough subdivisions to where you can duplicate them in a row - connect them and then use the bend modifier?
Your bevels are way to tight right now. You will have alot of problems with baking this gun. Make them alot thicker. Racer445 has a great image explaining this concept in deatil.
Welcome to the forum! First things first, be sure to post reference of your project at the start of your thread from now on so people can provide better feedback.
To business.
Your support edges should be a similar distance for like materials to define materials. Right now your support edges are at random distances and take notice what that does to the falloff along the shapes' edges when smoothed. Your model currently is soft and doughy. Looking around at the wires, I see uneven support loops all over. Edges on curves that are wobbly. Think about how your support edges impact the shape and how the alignment and quantity of support edges can provide different looks to different materials. What shapes need a crisp edge? What shapes need smooth curves? Does the curve flow in or is there a crease? Which shapes are plastic and which are metal? These are questions you should always be asking yourself while modeling and they all require different approaches w edge loops.
Parallel with my Deagle project, i wanted to complete this too for my portfolio, so i remodeled some things and add details. Little by little I'm starting to build up my workflow...
Specs:
4*4k maps (Albedo, Metalness, Roughness, Normal) for the gun and 4*2k maps for flashlight. Gun - 6080 tris Flashlight - 1720 tris
Replies
Have you tried doing something like, making the hole shape on a 2 D plane and giving it enough subdivisions to where you can duplicate them in a row - connect them and then use the bend modifier?
To business.
Your support edges should be a similar distance for like materials to define materials. Right now your support edges are at random distances and take notice what that does to the falloff along the shapes' edges when smoothed. Your model currently is soft and doughy. Looking around at the wires, I see uneven support loops all over. Edges on curves that are wobbly. Think about how your support edges impact the shape and how the alignment and quantity of support edges can provide different looks to different materials. What shapes need a crisp edge? What shapes need smooth curves? Does the curve flow in or is there a crease? Which shapes are plastic and which are metal? These are questions you should always be asking yourself while modeling and they all require different approaches w edge loops.
Parallel with my Deagle project, i wanted to complete this too for my portfolio, so i remodeled some things and add details.
Little by little I'm starting to build up my workflow...
Specs:
4*4k maps (Albedo, Metalness, Roughness, Normal) for the gun and 4*2k maps for flashlight.
Gun - 6080 tris
Flashlight - 1720 tris
Modeled in Blender;
UV - UVLayout;
Baking - Marmoset Toolbag 3;
Texturing - Substance Painter