Yo.
Making this sci fi rifle. I think the concept is by an artist named Kris Thaler for rmory studios:
I've almost finished the high poly I think. There's some littler floater details I have to make, and I think for some parts, such as the cuts in the panels, that I'm going to use ndo. HP shots in toolbag.
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Overall however the rifle looks rather nice.
Some of the insets and details are not exact but still nice.
Thanks. I suspect a lot of the edges might be too tight. I planned to go in and soften them up a bit before I start the low poly. I'm not really sure how soft or hard edges should be though.
Some of the details and shapes I changed once I got it all into 3D as I didn't like a few of them.
Yeah, I don't think that's the only spot I've done that. They'll be fixed easy enough.
The gun looks really good, but the main issues are with the modelling.
I understand that you're trying to give a hexagonal look to the sight, but the modelling that you've used to do it just isn't that good. I would recommend fixing it up and instead trying a normal map in order to bump it out a little. It'd probably look better that way, too.
This is what I have so far.
Crits welcome.
- Your metal doesn't look like metal at all, moreso like toy plastic.
- I would recommend taking another look at your edges on your high poly, as your normal map isn't coming across to me
Yes, this. ^^ n-gons and triangles are fine if the model smooths correctly and the normal map bakes cleanly. Fussing over them when they aren't causing any harm is wasting time.
Yeah, I knew they were n-gons but knew they would smooth fine so I forgot about them. Did have to change that front one though because it wasn't smoothing well.
All good though. I'm past that stage.
Yeah, I'm struggling with that metal material. I'm trying to follow the material in the concept and it looks dull there.
I kept most of my edges really soft. I'm not sure why they're not coming through. They seem like it to me though.
I'm sure you looked up real world examples of the materials you were using. Here's a great example of how roughness maps can really make your model pop http://www.marmoset.co/wp-content/uploads/joerishota02.jpg