@mnphear: Looking awesome, really like the stuff you biased off the Nerf gun @bkost: Yeah man I would read over that doc and watch the tutorial, some really good stuff in there. I would try to really focus on material definition. Right now your whole gun looks like the same material.
@mnphear: Looking great! Are you modeling the beveled edges?
I'm trying to finish up my model, and I don't know if I should bevel the edges or if that should be down with a normal map or height map or something. I'm not sure what to do, what's the best approach, because my gun is looking pretty boring without beveled edges.
Ok so i finished creating one of the weapons the bot right gun.
im happy with the result, it has a 2k texture and it is rendered in DDO
Maybe il make another screenshot but from within the UE4 Engine.
A bit of a late start here. I've been trying to nail the baking process in Substance designer, but got there with a little trial and error... No exploding needed now!
3,443 Triangles / 1,969 verts
And the UVs
@ Zerogun
+ Very good likeness, & I like the detailing on the barrel
- The topology has quite a few unneeded loops, adding to the triangle count, it is generally a good idea to use separate elements to reduce this, and will remove the need for loops where they are not needed
@ mnphear
+ Very nice model with some lovely details! Render is pretty nice and easy to read too.
- No wireframes of the low poly! Also consider where to add detail and the silhouette how it will appear in game... Maybe using loads of geometry for the front end of the gun will never been seen up-close, but will of course look gorgeous in the inventory screen. Also the diamond grip goes over the edge, which it probably wouldn't for realism... Diggin the Aliens motif!
@ supersnakelx
+ looks great! Hope to see it develop further
@ Ssjtroll
+ Same as above, looks great & looking forward to seeing the finished product. Are you going to play with the fog/lighting, possible add in some dust particles? Would look nice with more contrasting values between the props and the architecture like around on the left.
@ josh.0
+ Looks good, hope the UV'ing goes good too!
@ Bomber
+ Very nice, got a lot done quickly. I particularly like how you have textured the ring - it looks like an evil iris :P
- There doesn't seem to be much contrast with the shiney & dull areas.
I will start texturing tomorrow & hopefully get it done soon after, I would appreciate any feedback.
Here is my progress on the gun. I've changed the concept slightly, i kinda went my way. Polycount is 3514 triangles. This is my first pass on textures. I used photoshop.
Another update from me, been texturing with Substance Designer & Painter...
Quite happy with it, and really enjoying the texturing process. Going for a retro look.
Are a couple of things I might tweak, not far from finished now, but might try to get a fancier blue glowing bit in Unreal Engine
@ Sashow
Loving all the added details
I found that removing some of the inner-loops and simplifying the cylinder part removed the jagged edges on the rings for me, and help to make the textures look rounder and smoother.
@ dragan_kojic
Is a really nice render, looking forward to see how this develops!
I feel like you could of pushed the textures on objects to have more specular reflections as it is looking a little flat. For example the engine motor, barrels and even the venting/piping in places. Great job anyway dude!
Well crap, I just figured out how to get my decals to work in shadow. I will have to try it when I get home tonight. So I will have one more update. Thanks Tynew, I will change it up and see how it looks.
Hey everyone, here's my submission. I only just saw this thread yesterday so I was only able to get the HP finished, I'll do a follow-up post in a couple days with the LP. Let me know what you think
Replies
@mnphear: Looking awesome, really like the stuff you biased off the Nerf gun
@bkost: Yeah man I would read over that doc and watch the tutorial, some really good stuff in there. I would try to really focus on material definition. Right now your whole gun looks like the same material.
I'm trying to finish up my model, and I don't know if I should bevel the edges or if that should be down with a normal map or height map or something. I'm not sure what to do, what's the best approach, because my gun is looking pretty boring without beveled edges.
Can check it out in Marmoset Viewer here.
Ok, done with the lowpoly, baked the normals. Rendered with normals, ao and cavity.
Rendered in marmoset.
How did you make the pattern retain inside the hourglass shape of the pistol grip?
https://db.tt/23RZdDsT
Started defining the materials:
A bit of a late start here. I've been trying to nail the baking process in Substance designer, but got there with a little trial and error... No exploding needed now!
3,443 Triangles / 1,969 verts
And the UVs
@ Zerogun
+ Very good likeness, & I like the detailing on the barrel
- The topology has quite a few unneeded loops, adding to the triangle count, it is generally a good idea to use separate elements to reduce this, and will remove the need for loops where they are not needed
@ mnphear
+ Very nice model with some lovely details! Render is pretty nice and easy to read too.
- No wireframes of the low poly! Also consider where to add detail and the silhouette how it will appear in game... Maybe using loads of geometry for the front end of the gun will never been seen up-close, but will of course look gorgeous in the inventory screen. Also the diamond grip goes over the edge, which it probably wouldn't for realism... Diggin the Aliens motif!
@ supersnakelx
+ looks great! Hope to see it develop further
@ Ssjtroll
+ Same as above, looks great & looking forward to seeing the finished product. Are you going to play with the fog/lighting, possible add in some dust particles? Would look nice with more contrasting values between the props and the architecture like around on the left.
@ josh.0
+ Looks good, hope the UV'ing goes good too!
@ Bomber
+ Very nice, got a lot done quickly. I particularly like how you have textured the ring - it looks like an evil iris :P
- There doesn't seem to be much contrast with the shiney & dull areas.
I will start texturing tomorrow & hopefully get it done soon after, I would appreciate any feedback.
Cheers,
Tom
C&C are welcome!
Cheers!
Quite happy with it, and really enjoying the texturing process. Going for a retro look.
Are a couple of things I might tweak, not far from finished now, but might try to get a fancier blue glowing bit in Unreal Engine
@ Sashow
Loving all the added details
I found that removing some of the inner-loops and simplifying the cylinder part removed the jagged edges on the rings for me, and help to make the textures look rounder and smoother.
@ dragan_kojic
Is a really nice render, looking forward to see how this develops!
Hi-poly is done Low-poly soon too.
@JustMeSR: Nice bakes man
Think I'm done with this one, learned quite a bit.
*3,443 Tris, 3DS Max, Substance Designer & Painter. Marmoset + Photoshop for renders.
@Tom Mackie: nice job
Excited to see everyone else's last minute textures and materials
turnaround : https://youtu.be/isw0Pctt03c