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Shotgun Model, Critique and Help?

I made a high poly model of a shotgun, and the final result doesn't look good:
Album here

I need help figuring out why my normal map does not look good?
For some reason whenever I map a model that has holes in it (like in pic. 3) the result doesn't turn out as smooth as the original high poly.

What do I do wrong? and how can I post the map results? My computer isn't capable of doing it in 3ds max.

General critique would be appreciated as well! :poly142:

Replies

  • .Wiki
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    .Wiki polycounter lvl 8
    The nomalmap won´t smooth your model. So at your squae holes you´ll need more geo to make them round.
  • 3dReaper
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    3dReaper polycounter lvl 4
    Make sure to smooth hard edges where needed.

    As .Wiki said the normal map will not smooth your model to a huge degree. You will need to have a relatively smooth low poly if you want holes to be smooth.

    Show a wire-frame of your Low Poly, you are sitting at 6k plus tris. The areas that show as very hard in the silhouette need more geo for smoothing.

    Your UV map needs to utilize the 1 to 1 space more efficiently, at the moment it appears at least 25% is not utilized. The barrel UV hull appears to be overlapping another hull as well.
  • omer672
    Low poly wireframe

    I used those shapes with turbosmooth modifier, how can i add geo to them without making the polycount huge? Thanks for the help.
  • omer672
    Can someone help me?
  • BARDLER
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    BARDLER polycounter lvl 12
    I am confused to what you need help with. Are you worried about the polycount of your highpoly mesh?

    Can you post cleaner screens of the wires of your lowpoly. It is hard to see and understand what you are struggling with.
  • omer672
    I would be happy if someone could PM me and explain how to make my low poly model right (when i apply a normal map on it, its looks awful). I really can't explain myself with words but I'm sure I did something wrong when i converted my high poly to low poly.
  • 3dReaper
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    3dReaper polycounter lvl 4
    Post your LP with the normal map on it with some renders in a viewer other than 3ds max.

    Put you LP with the Normal map in sketch fab or marmoset viewer and post it here. We can give a better crit then.
  • BARDLER
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    BARDLER polycounter lvl 12
    omer672 wrote: »
    I would be happy if someone could PM me and explain how to make my low poly model right (when i apply a normal map on it, its looks awful). I really can't explain myself with words but I'm sure I did something wrong when i converted my high poly to low poly.

    Post the lowpoly with a clear wireframe
    Post the normal map
    Post the render of the lowpoly with the normal map applied
    Post what program you used to bake the normal map
    Post what program you are rendering the model in

    We cant help you with an awful normal map because there are like 50 different things that could make a normal map "awful." People here will be happy to help you out, but you have to make it easy for us to do so.

    Some resources that might help you are these two threads:
    http://www.polycount.com/forum/showthread.php?t=81154
    http://www.polycount.com/forum/showthread.php?t=107196
  • omer672
    https://sketchfab.com/models/f545660ece3c439bb51db30b4facfbe3

    alright this is the low poly with the normal map applied.

    this is my normal map, used 3ds max 2012 to bake it.

    Xb42JPu.jpg
  • BARDLER
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    BARDLER polycounter lvl 12
    So you have two problems with the normal map.

    One is that your highpoly and lowpoly are too different from each other. That is causing the warping on on the butt of the stock. Also why the square holes look bad.

    Two is that your lowpoly normals are all messed up. You need to set smoothing groups up in 3DS max to make sure your lowpoly is shading correctly before baking. Here is all the info you need on that: http://www.polycount.com/forum/showthread.php?t=107196
  • omer672
    How can I change my low poly to look as smooth as my high poly? I used the TurboSmooth modifier to create the smoothing, but i removed it in my low poly.

    And I didn't really understand the guide you sent me, can you give me a brief explanation of smoothing groups?

    Many thanks.
  • BARDLER
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    BARDLER polycounter lvl 12
    You need more geo. If you want to bake a round high poly mesh to a lowpoly mesh, then your lowpoly mesh should be close to round as well. Earth Quake also has a thread about those issues as well: http://www.polycount.com/forum/showthread.php?t=81154

    I would recommend going through the other thread first though, and reading through some the comments. I don't want to sound like a jerk here, but you need to spend more then 15 min on that thread in order to understand the information. Everything you need are in those two threads, but you need to spend some time on it, experiment with some scenarios on your own, and then post any problems you have. The answer to your question about smoothing groups is in that thread towards the top.
  • Jaston3D
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    Jaston3D polycounter lvl 8
    Get Textools for max it will make your life unwrapping a million times easier. Then once you have it unwrapped use the "Smoothing Group From UV Shells" tool in textools and it will do all the smoothing groups for you based on your uvs. Works like a charm.
  • Jaston3D
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    Jaston3D polycounter lvl 8
    I think you should gain a good base and understanding on smoothing groups and how they effect your normal maps though before you let a program do it for you. All the info is in the thread Bardler is referring to though

    A common workflow especially for a gun like that would be

    1. Model Highpoly using turbo smooth
    2. Model lowpoly by making a copy of your highpoly and removing all the turbo smooth modifiers and any unnecessary edge loops
    3. Unwrap the lowpoly
    4. Make a cage by using a projection modifier
    5. Bake!

    that should give you perfect results!
  • 3dReaper
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    3dReaper polycounter lvl 4
    I agree with the previous posters. Make sure you understand everything in those posted threads!

    Afterwards, make sure to watch the great and skilled Millenia's tutorial for an Ithaca shotgun:

    https://www.youtube.com/watch?v=2Tgy0lBdJK0

    Keep in mind this video is old (2012) HOWEVER all the modeling information is still 100% accurate. The texturing section is not Physically Based Rendering, which is now the industry standard (largely).

    Let us know if you need other tips/pointers.
  • omer672
    First of all, thank you for the comments. I watched this great series of videos before i started modeling and it was a great help. I worked in the exact order of what Jaston said, but my final result doesn't look good at all. I tried fixing some stuff, and adding some geo:

    x3fT7d9.png

    Are those shadows a problem? What's causing them to appear like that? If I bake a normal map will it look good now?
  • 3dReaper
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    3dReaper polycounter lvl 4
    The shadows are shading errors. This is caused by having improper edge shading, there are other causes. The linked thread above explains alot of this:

    http://www.polycount.com/forum/showthread.php?t=107196

    Your mesh is sharp and blocky in areas, like the stock, the trigger guard etc.

    Your pump has no internal geometry, its just a hollowed out cover that resembles a pump.

    You are making good progress, at this point in your journey into 3D. Topics like shading/baking etc begin to both make sense and seem confusing. Practice makes perfect so keep trying to nail the form of your shotgun (which model is it by the way?). Keep progressing and figuring out why these errors happen.

    We will try to help along the way.
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