excellent hipoly work. *obligatory comment about edges being too tight*. I especially like how you you modeled insets for some things and floated others to save time and topology. first, post your primary reference so we can compare for crits. also be sure to check your widths, hard to tell from these angles but it may be slightly too thin. on that note, be sure to include FPV in your wips/presentation. keep rocking
I used Real life model as example so everyone should be close to "perfect" width etc also Brackets(Attachment thingys) are making alot wider
There is plugin for lets 30% every edge in zbrush and i did it already and baked everything will that. ALSO weapons are very close to screen and are very bigs. + (im too blind to even notice the tightness due to i use UHD Screen+1080p clearly see it.) But thanks for answering
Update:Currently: Lowpoly and UVs Done Uvs are around 30% overlaying together without Texture Bugs
Normal map 95% done (PostThingys needed) AO 25% done
Redstorm uses zbrush exclusively for weapons ? I thought 3dsmax was the standard because of its flexibility to make changes but in that video it said inflexible
1. Download Dynamesh Master to make the entire process MUCH easier.
2. Bring model into Zbrush, Dynamesh each part to a high enough resolution so details are not lost.
3. Use the polish modifier in the deformations tab (play with open/closed circle to choose polish method).
4. Decimate the model so it's not like 8 million pollies for 1 piece :P
Decimation is found in the Zplugins near the bottom. It reduces the poly count of the model while keeping as much detail as possible. Obviously if it is taken too far it loses the info but it's a good way to get the high poly a bit lower if the mesh is just too large.
Guys this picture was taken while ue4 fuqqed up my tangents. and that causes normal map to make more edges to smooth thingys. so plz remember now its fixed...
Ah yea, there is way too much wasted geo on that piece. You could leave it for now but on your next project definitely keep it in mind.
All of those screws modeled (especially the inset ones) are completely unnecessary. That can be 100% handled by the normal map.
A lot of the other tiny indentations can be removed as well. It's always good to put a lot of extra geo where it's needed; however, there is tons of wasted geo on this.
Yea i know i just wanted to test this way to make it happen
I have use that way every other project what i have used.
also this project was never meant to be in game etc just learning different things.
Such different lowpoly/highpoly modelling also UVing
Replies
There is plugin for lets 30% every edge in zbrush and i did it already and baked everything will that. ALSO weapons are very close to screen and are very bigs. + (im too blind to even notice the tightness due to i use UHD Screen+1080p clearly see it.) But thanks for answering
Update:Currently: Lowpoly and UVs Done Uvs are around 30% overlaying together without Texture Bugs
Normal map 95% done (PostThingys needed) AO 25% done
Uh what? Any more information about this?
Thanks : )
Modifiers menu has thingys also Dynamesh (blurring) with masking works too.
Watch [ame]https://www.youtube.com/watch?v=Fg6QPJ7XirE[/ame]
1. Download Dynamesh Master to make the entire process MUCH easier.
2. Bring model into Zbrush, Dynamesh each part to a high enough resolution so details are not lost.
3. Use the polish modifier in the deformations tab (play with open/closed circle to choose polish method).
4. Decimate the model so it's not like 8 million pollies for 1 piece :P
About 78million polys without sights... and about 90% things are without dynamesh...
Dynamesh Master, not decimation master. Can be found here.
http://www.zbrushcentral.com/showthread.php?177194-DynaMesh-Master!-unofficial-Information-Installation
Decimation is found in the Zplugins near the bottom. It reduces the poly count of the model while keeping as much detail as possible. Obviously if it is taken too far it loses the info but it's a good way to get the high poly a bit lower if the mesh is just too large.
Guys this picture was taken while ue4 fuqqed up my tangents. and that causes normal map to make more edges to smooth thingys. so plz remember now its fixed...
Well im gonna make lowerhandle grip and also supp
Suppressor maybe done what you think about it?
Can you show some FPS Shots?
Which grip will you model? I´d love to see some kind of acog sight on it : )
3year old console games runned on easily 10k tris in gun models
Yeah, I know. Just didn´t expect this to have so many tris. But I may be totally wrong. Are there supporting edges for the normal map in the lowpoly?
Easier to see
All of those screws modeled (especially the inset ones) are completely unnecessary. That can be 100% handled by the normal map.
A lot of the other tiny indentations can be removed as well. It's always good to put a lot of extra geo where it's needed; however, there is tons of wasted geo on this.
I have use that way every other project what i have used.
also this project was never meant to be in game etc just learning different things.
Such different lowpoly/highpoly modelling also UVing
i think you should go with this color scheme