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WIP: Sig 551 model & textures

[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.

sig1.jpg
sig2.jpg
sig3.jpg
sig4.jpg

Replies

  • Lord Scottish
    And here is a less fancy picture for the mesh flow.

    sig6.jpg
  • Lord Scottish
    The high poly mesh is done, now to the baking

    sig7.jpg
    sig8.jpg
  • Tim270
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    Tim270 polycounter lvl 6
    It think it wise at this stage to re-evaluate your edge widths. At this point a lot of the razor sharp edges are just not going to translate into smooth transitions at all when you bake it down. Something to really watch out for.
  • Lord Scottish
    Tim270 wrote: »
    It think it wise at this stage to re-evaluate your edge widths. At this point a lot of the razor sharp edges are just not going to translate into smooth transitions at all when you bake it down. Something to really watch out for.

    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.
  • Polygoblin
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    Polygoblin polycounter
    YEah, and thicken that trigger guard. It's just not going to read that thin.

    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.
  • Lord Scottish
    Polygoblin wrote: »
    YEah, and thicken that trigger guard. It's just not going to read that thin.

    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.
  • Lord Scottish
    After spending a lot of time trying to get the normal map right I started working on the textures. Here are two WIPs. Substance painter seems to be a ridiculously powerful tool!

    sig_wip2.jpg
    sig_wip3.jpg
  • juniez
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    juniez polycounter lvl 10
    looks like you're missing the bolt and the cuts on the rear sight
  • Lord Scottish
    juniez wrote: »
    looks like you're missing the bolt and the cuts on the rear sight

    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?
  • theSixtyEight
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    theSixtyEight polycounter lvl 7
    I wonder what made you get back to 3D after 10 years and why did you stop 10 years ago, could you tell us? (Just out of curiosity :P)
  • Lord Scottish
    I wonder what made you get back to 3D after 10 years and why did you stop 10 years ago, could you tell us? (Just out of curiosity :P)

    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.
  • juniez
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    juniez polycounter lvl 10
    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?


    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
    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.

    aw you worked on brainbread? that was my favourite back then!
  • Kaine123
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    Kaine123 polycounter lvl 10
    I think the plastic could stand to be a lot darker with a lot more of a micro-bumpy-noise effect. It could be the lighting though. Also, welcome back!
  • theSixtyEight
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    theSixtyEight polycounter lvl 7
    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.
    Haha cheers man :P looking forward to the game you are working on :)
  • Lord Scottish
    juniez wrote: »
    aw you worked on brainbread? that was my favourite back then!

    Haha, cool :-D
    Kaine123 wrote: »
    I think the plastic could stand to be a lot darker with a lot more of a micro-bumpy-noise effect. It could be the lighting though. Also, welcome back!

    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!
  • Lord Scottish
    I'm mostly done with the left side, here are some screens. I tried to keep the wear at a moderate level, sort of what 15 weeks of heavy usage will get you. Much of the dirt is supposed to be grease from cleaning the weapon, that's why there is some "glitter" in the dirty spots.


    sigwip.jpg
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