Please keep in mind that I still have a lot of things I'm going to add and change to the high poly. Also please ignore the inside of the upper receiver.
Should hopefully get the high poly done soon, if I don't give up on this project like I tend to do these days.
Thanks!
Everything is just traditional sub-d with quad chamfer+ edge creasing for control loops. Can post wires if anyone's interested? Nothing special though. for the upper receiver tube I'm using dynamesh booleans in Zbrush.
Yeah some of the edges are too tight because I've just done a smoothing group quad chamfer on them for now. Will sort that out later.
Was ill for ages and I've been working on a new HDRi project but I have managed to make a little bit of progress. Still a few things to do on the high poly. Crits would be appreciated!
I've started texturing this with substance designer. First time using it so it's taking quite a while to get to grips with it. I'm planning on doing a direct comparison with Ddo afterwards. It definitely needs more tweaking. Edge wear is too strong among other things. If anyone has any crits on the texturing that would be great.
Also should I use substance painter for some more context sensitive texturing? The point in using designer was to see how far I could get with just procedurals and some tiling noise inputs. I reckon it would benefit a lot from some unique details like scratches around the mode selector switch and magazine.
Looking good. The material on the grips came out really well.
Only crit is that the edge wear could use some refinement. I can see some edges that are not very exposed that are actually highly damaged and some edges that are very exposed that have comparatively little damage. Its also looking a bit too uniform on the heat vents on the upper receiver.
Would love to see a Ddo version for comparisons sake
Thanks Ahron! Yeah it's a bit tricky with substance designer to get the edge wear and dirt to only appear in logical places.
I've made a few more tweaks here http://imgur.com/a/o7hIs
Will report back with some more progress soon hopefully.
Replies
I'd pay attention to some areas like the iron sights, that strap thing on the butt of the gun, and the rails since the edges look a little too tight.
Everything is just traditional sub-d with quad chamfer+ edge creasing for control loops. Can post wires if anyone's interested? Nothing special though. for the upper receiver tube I'm using dynamesh booleans in Zbrush.
Yeah some of the edges are too tight because I've just done a smoothing group quad chamfer on them for now. Will sort that out later.
CapableWizard Thanks Taylor, still waiting for your thread!
Here's a quick wire screengrab. Not very clean though and the upper receiver tube was done in Zbrush so it has an obscene amount of polys.
[ame]https://www.youtube.com/watch?v=MVHPSnBlIrU[/ame]
Also should I use substance painter for some more context sensitive texturing? The point in using designer was to see how far I could get with just procedurals and some tiling noise inputs. I reckon it would benefit a lot from some unique details like scratches around the mode selector switch and magazine.
Which Materials are you using in Substance Painter?
So i need some Mat Ideas
Only crit is that the edge wear could use some refinement. I can see some edges that are not very exposed that are actually highly damaged and some edges that are very exposed that have comparatively little damage. Its also looking a bit too uniform on the heat vents on the upper receiver.
Would love to see a Ddo version for comparisons sake
I've made a few more tweaks here http://imgur.com/a/o7hIs
Will report back with some more progress soon hopefully.