Hi,
this is my first post ever
I am new to 3d modeling and am currently just testing what Blender can do, or what can I do with it. My focus is on hard surface stuff. What I am looking for here is
critique, what am I doing wrong, how to fix it, basically I want to improve my modeling and down the line, texturing skills.
So this is going to be (hopefully) a documented progress of weapon building for in-game use.
Starting of is a high poly muzzle break I build today.
The inspiration was this image
I am almost sure the holes at the top go thru the top all the way down but I cant model the cylinder intersecting another cylinder without nasty shading issues. :poly127:
So pleas give some advice how to improve topology, where did I do weird solutions. Especially with regards to cutting cylinder and maintaining smooth result.
Replies
So I made some quick bakes in xNormal and here is the result so far, the poly count in probably a little high for just a muzzle break and some edges have really obvious normal map errors, also AO map has edge issues. Would really appreciate any constructive criticism.
[SKETCHFAB]7fb0ac63241146ed80dc1b732bcab706[/SKETCHFAB]
I definitely like how you managed to get the circular appearance out of a square indent in the end area.
For first-person, a detail piece, or a weapon customization menu, I think the polycount is pretty much spot-on, especially considering the complexity of the real-world piece.
For third-person, you could probably bake the holes in the top and bottom into the texture, saving yourself a few hundred tris or so.
In first-person, the holes will be seen at such an oblique angle and such a distance that it's your choice whether to include them or not.
Also you have a lot of unnecessary geometry on the inside of the muzzle break, its really not going to get seen very much so try and optimize it some more.
@Tectonic : Yeah I still have no real feel for how strong should I push control loops together, especially when it comes to machined metal. That being said, I personally don't like edges to smooth, they somehow look to puffy, if that makes any sense. But you are right, this will never be seen up close, so next bake will solve this. I do agree that inside is way to polygonal, the only problem is that I have real problem when it comes to solving complex topology on a curved surface :shifty:
Here is a peace that caught my attention when I was doing my first interesting-muzzle-brake-picture-dive, so lets solve some more messy topology
Here is the reference picture
The topology isn't following the shape smoothly, that's why you are getting the bulge there.
@noosence : you were right, after moving that vertex, the pinching vent away. I still need more practice when it comes to cutting detail into round surface.
So last two days I have been messing with cages and baking and the results are not very good. I have some problems with smoothing, but for today I went and managed to finalize the second muzzle break, that has some more interesting shapes. Only high poly was made, and I would appreciate any critique on high poly.
The reference picture I already posted.
So the idea right now is to get this sniper rifle done and import into Unity.
High res front done so far:
To avoid triangles I remember 1 tip from video I watched long long time ago for sub-d modeling its sometimes better to leave n-gons, especially 5-gons should be better than rectangle and triangle.
But yeah, thread recommended by Tectonic is golden source of all kind of info
@Tectonic : You wouldn't happen to have any links for UV unwrapping, would you? That's the next thing on the list that I have to tackle.
@Konras : Glad you like it Yes, I believe that the idea was to leave n-gons on a flat surface and once the turbosmooth is applied, it converts n-gons to quads. I do use this from time to time, but Blender can sometimes give some smoothing errors even on a flat surface when n-gons are in use, so for me it is a last resort.
So because this rifle concept has its own muzzle break I had to model another one this time, softer edges, but the look is more simplistic and I am not so sure about the sides. Critique!!!
So in the last picture there are some problems on the edges and I don't know if I should go back and add more topology (maybe higher subdivision level) or is this something that will not be visible in the final bake?
That's it for now, next is the rework on the picatinny rail and fixing front guard on the rifle. Also no more 4K renders, to big.
[ame]www.youtube.com/watch?v=i8AP1Ook0Wk[/ame]
Heres the high poly