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Fischis FN SCAR H

polycounter lvl 3
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Evil_Fischi polycounter lvl 3
Hi you all,

I have started doing my first Portfolio piece.

I have done my HP and will now start modeling the LP.
Every two days iI want to give an update on my work.

I hope I can get some feedback of you all ;)

here is my highpoly......
9bb28ed09e213613fc7c59cd52ecef91.png

Cheers

Evil_Fischi

Replies

  • Shad0w_Walker
    Hey, could you post a picture that is a little better. The angle of the sceenshot is kinda weird and we can't help you out if you post only 1 image with no real focus.

    So far it looks fine, but I'd like to see a closer view of the stock. (Esp. the hinge) It looks kinda odd / off.


    Cheers
  • Polygoblin
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    Polygoblin polycounter
    looks good so far. 2 things: make sure your material has some shine on it so you can see how your shapes flow into each other clearly (and it provides better looking WIPs). Second, make sure you are using a 3 point lighting setup to get the most out of each WIP.
  • pizzamademedoit
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    pizzamademedoit polycounter lvl 7
    Looks good so far. You should add a rear sight and double check the proportions of your front sight.


    icGwjBj.jpg
  • woot
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    woot polycounter lvl 5
    its a decemt start, most of the basic forms are there.

    i made one of these recently, and ive noticed a couple of things.
    FN_SCAR-H_(Standard).jpg

    1. front sight shape is wrong, yours is fairly blocky. it also has a lot more detail in the post of it that attaches it to the barrel.

    2. flash hider is wrong, yours lacks the holes and grooves in it.

    3. your upper reciever looks weirdly tall. not sure if thats just the angle though.

    4. stock shape and joint is missing a bit of detail, such as the hole at the back. its difficult to get clean geo there, so be wary! take a look at some closer references of the rear folding joint, its a difficult shape to nail down.

    5. no rear sight, id add this as it breaks up the main forms of the reciever and makes it a little more interesting visually. you are also missing the Charging handle.

    also, can we get a look at the other side? just some other angles would be very helpful for crit. study references very closely, its the best way to improve a model.

    but good start, keep going and itll end up looking great!
  • Evil_Fischi
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    Evil_Fischi polycounter lvl 3
    Sorry that my reply took so long, here are some more pics for you.
    I hope they are better....
    @woot: the flashhider is supposed to be a silencer. In Battlefield it is called the R2 but i couldn't find more detailed references for it.
    On the other side i will need the magrelease mechanism (i think its supposed to do that)

    thank you all for your feedback ;)

    greetings

    FischiUNurR6X.pnglT2AqVJ.jpg?1MnmMBzc.jpg?1
  • wirrexx
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    wirrexx quad damage
    watch out for those sharp edges on your weapon, soften up more than often your edges for the bake!

    Try keeping the edges consistence, Especially on the smaller parts, like bolts and screws, those needs more soften edges to bake down better.

    Aber das machst du gut Dario!

    <3
  • Cannibal Aardvark
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    Cannibal Aardvark polycounter lvl 5
    The suppressor you've modeled is actually the QD Suppressor for the HK MP7, as far as I can tell. Not sure why the Battlefield team decided to equip it onto rifles, but either way that's what it is. There's plenty of reference materials for it online. :)

    As others have said, watch your edges. Try and keep them soft + consistent. The model is decent, but as it stands right now, those edges aren't going to bake well. Something like this
  • Evil_Fischi
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    Evil_Fischi polycounter lvl 3
    Hi guys

    I had not much time to work on the SCAR but now I have a problem with my bakes.
    I get this weird line:L1uPgrP.jpg

    I created the Lowpoly in Max but exportet it to 3dCoat to unwrap and pack the uvs.
    After this I reimported it to Max and there were some shadingissues. I have resetted the normals and stuff.
    On the Lowpoly the smoothinggroups are assigned and I have tried everything to fix it, but can't find a solution.

    cheers,
    Evilf_Fischi
  • wirrexx
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    wirrexx quad damage
    Heeeeeey Dario, Have you tried
    1. to see if the Padding is enough?
    2. if the UV island are rotated the same way?
    3. If the edges are acctually connected (open up your Unwrapp modifier and check that it's not green)

    See you tomorrow!
  • Evil_Fischi
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    Evil_Fischi polycounter lvl 3
    Hey Wirrexx
    yes they are all on one uv island.
    The edgepadding is at 64 i think and the resolution is i think 8k
  • Pav3d
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    Pav3d insane polycounter
    Have you used texttools "smoothing groups from uv shells"? there looks like a lot of faceting on your model.
    Id suggest exporting it to xnormal with a projection cage and bake them out there.
  • C86G
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    C86G greentooth
    Hi Fischi. Do you have bigger images of your highpoly?

    btw, I´d love to make a Scar, too : )
  • Evil_Fischi
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    Evil_Fischi polycounter lvl 3
    @Pav3d no i´never heard of the textools smoothinggroups.
    I also used a cage but the problem still existed.
    @C86G i can render a bigger picture when i'm home again ;)
    If you need some references i can give you some, but there are plenty on the internet
  • C86G
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    C86G greentooth
    Thanks, but I´ve just modeled a rifle recently and there are way better things for my portfolio to model than anooother one ;)
  • Molokotof
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    Molokotof polycounter lvl 9
    Your magazine should be slightly bigger, if I compare it to your ref it seems a bit small compared to the rest of your rifle ;)
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