[UPDATES AT THE BOTTOM]
Hey guys! After a 10 years break from 3d graphics and polycount I decided to get back to it. This means I have to learn all the stuff I've missed in the last 10 years, basically anything which goes beyond diffuse and spec maps :poly136:
As an exercise I decided to redo one of the last models I did, a sig 551 with a 1024^2 diffuse map. I've attached the original model + the new high poly model for the normal map. Most of the details are modelled, but I also used some floating geometry where it was convenient. It's fairly realistic but I made some compromises in some areas. Any kind of feedback is welcome!
I'll post the progress in this thread as I go.
Replies
Thanks for the pointer. I'm now experimenting with the baking and will test how it looks. If necessary I'll smoothen some of those edges.
It's a nice model, my issue is mainly with presentation. Turn off toolbag's skybox background so we can better see the high poly and reduce the saturation of color in the lighting. Currently looks like you're only using the sky's light source atm too. Use the sky as a fill light and create two more lights for a key light and rim light w contrasting colors so you can get the most from every shot w a 3-point lighting setup. It's totally worth it, even with wip shots. Also, watch your composition in screenshots. You're cropping out the model sometimes.
Thanks for the feedback Polygoblin. Good points - I just got my hands on toolbag and only spent a couple of minutes tweaking. I'll keep that in mind for the next renders.
Do you mean the alternative sights on the cylinder? I ignored them for now to save polys, but I might add them later. Or do you mean something else?
I stopped because I started doing philosophy :-) I still have a job doing philosophy, but a couple of friends (who worked on BrainBread and Public Enemy with me) and I had an idea for a PC game we thought worth pursuing, so now we're working on that part-time.
Btw., I just had a look at your portfolio - impressive stuff! The tank just went in my inspiration folder.
yeah that's what I meant - if performance was a concern then you could just do an alpha cutout or just a black color, i think
aw you worked on brainbread? that was my favourite back then!
Haha, cool :-D
The plastic brightness is roughly like that on the Swiss military version of the sig 551, and that's what I'm going for. The plastic does have slight micro-bump-noise in reality, but it's so small I couldn't get it right with the 2k texture I'm working with. I might test adding some noise to the metal channel so simulate that. I'll post some test-shots later. Cheers for the pointer!