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Mateba 2008M

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Polygoblin polycounter
I've been working on this in my free time for a while. It's a fictional autorevolver from the Ghost in the Shell series, Togusa's sidearm, the Mateba 2008M. The character uses many models of the gun throughout the series and details tend to float around so I took some liberties with the design.

Intentional goals for this project are:
  • basic design practice
  • intermediate high poly modeling in 3DS Max practice (I'm a Maya guy)
  • PBR texturing practice

so feedback along those points will be especially helpful. thanks for looking

Mateb2008M_HPv2.jpg
Mateb2008M_LPv2.jpg
Mateb2008M_TEXv1.jpg
*rendered in UE4

Replies

  • Maxilator
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    Maxilator polycounter lvl 8
    I think that the wood looks a bit too red, I can't really tell wether it is supposed to look like it's painted or bare so an increase in contrast I think would sell the grain more (assuming it's bare). Nice model otherwise, how do you like the transition from maya? Is it worth doing?
  • Free_Fall
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    Free_Fall polycounter lvl 8
    Looks like bakelite to me and not wood.
  • Polygoblin
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    Polygoblin polycounter
    hmm, yeah seems the polished wood grip is still off. I'll have to find some real values somewhere and put more work into the roughness map. kind of confused seeing how I know I shouldn't be tweaking these values. nearly have the hang of it though, I think.

    @Maxilator - Transitioning from Maya isn't so bad. Once you get some muscle memory of the different navigation and UI, it's not so bad. if you're proficient in any other 3D package, most of that knowledge carries over. It's definitely worth it. Being "bilingual" can only make you a more attractive candidate and shows you have no problem picking up new software.
  • Doomathon
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    Doomathon polycounter lvl 4
    Hey Poylgobin, great models! Liking the project so far. I'm not sure if you know or not but Allegorithmic put together a really awesome free PBR guide that has helped me a bunch with figuring out how to approach texturing and making the textures more believable.

    https://www.allegorithmic.com/pbr-guide

    I agree, the textures aren't quite there yet and a more interesting roughness map could add so much more to the story of the weapon. Keep at it! :thumbup:
  • Polygoblin
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    Polygoblin polycounter
    thx man, went to download that and read through it last night but it wanted me to register at the site first so I read other stuff from the backlog instead. I'll go through it when I get off work today. have went through tons of other documentation and polycount threads on PBR though so I'm not winging it. some conflicting information out there so hopefully this one illuminates things.

    roughness atm only has base procedural detailing. was trying to get the values close before I got too far into that stuff. definitely have plans of putting much more work into it. seeing now that I'm going to have to spice that up next to get closer to my desired materials
  • Hito
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    Hito interpolator
    Looking good! It's not quite a fictional firearm. Matebas were produced from late 90s up to 2005. You'd want to lower the upper flares of the grips to make room for the recoil mechanism. The entire upper frame, barrel and cylinder recoils about 12mm to cock the hammer after each shot.

    [ame]https://www.youtube.com/watch?v=F78L3MmjREk[/ame]
  • cgBrad
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    cgBrad polycounter lvl 5
    As mentioned, probably need to work on the grip some. Looks off. The rendering also, a lot of the edges look too soft I guess. In your first picture the edges look considerably better, maybe a lighting issue?
  • Polygoblin
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    Polygoblin polycounter
    @Hito - yes I'm aware Mateba is a real manufacturer, but the Mateba 2008M is a fictional model based on existing models that are future'd up. like most GITS guns. thx for the comments on recoil. I'll straighten that out.

    @cgBrad - yeah something is wrong with my screenshot renders out of UE4. could be a lighting issue, not sure. disabled a bunch of post effects but I'm probably missing a setting somewhere. it does look weird though. much more apparent after seeing it w fresh eyes. will look into it, thx.
  • Amsterdam Hilton Hotel
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    Amsterdam Hilton Hotel insane polycounter
    Your highpoly edges look a little smushy, like they only have one support loop instead of two. A firing pin would be good if you're going to show that angle on renders. Looks good enough otherwise.

    Material values look wrong to me, gun metal isn't usually so glossy and wood almost appears to be glowing. It doesn't look like there's much gloss variation in general. Posting maps would help direct criticism.
  • Polygoblin
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    Polygoblin polycounter
    Since I'm stepping back a bit to fix the recoil stuff that Hito mentioned, I'll go over the support edges to see where I can tighten them up. Mind as well model the firing pin too (planned to do it in PS).

    roughness atm only has base procedural detailing. was trying to get the values close before I got too far into that stuff. definitely have plans of putting much more work into it. seeing now that I'm going to have to spice that up next to get closer to my desired materials. I'll post the maps after I get back to the texturing phase.
  • Gazu
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    Gazu polycounter lvl 12
    I like The clean modeling, also the uvs are great. The wood is a bit to red and maybe add a bit more wear to the whole weapon?
  • Polygoblin
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    Polygoblin polycounter
    it's been a long time but here are the fixes as promised. texturing now

  • Polygoblin
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    Polygoblin polycounter
    things kept coming up and I've spent too much time juggling projects and learning new software. Alas, I finished this model. thx for the feedback everyone







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