Hi Polycount!
I started making a revolver in Maya, I thought I might get some feedback before I do the low poly and go in texturing. It is somewhat based on the Taurus 44 but I have changed quite a bit and incorporated elements from other revolvers as well.
Replies
It feels too random and makes the gun look noisy
I will make a version that is worn though but this is not it.
I see what you are saying, I did use a generator to make it conform to the cavities but I suppose the contrast wasn't clear enough. I tried to adjust it now so that the rust clumps together more, I also manually painted in rust in some cavities. How do you think it looks now?
http://s1076.photobucket.com/user/tincanbandit/media/Gun%20bluing/chriss22_zpsba3d9c4a-1.jpg.html
Just a suggestion, looks really nice otherwise!
I'll see what I can do, the example you provided neither has the same finish nor mistreatment I'm going for though it made me realize that the rust maybe shouldn't have as much bump as it currently has. I'm still keeping the clean finish, I am just creating a few different "skins" to practice substance painter.
See also:
http://wiki.polycount.com/w/images/8/85/Normal_edge_thickness.jpg
It seems like I have explained this quite enough now. I am just training on using substance painter so I am making different versions of skins for the gun, this is just one of them. This particular skin might be used as props in a detective game where you find clues, "A rusty revolver lies in the grass, examine?" for instance.
I'll keep that in mind, I am not super experienced at making hard surface models but that is a good tip. Is there any good way to create the creases that you could recommend? For this project I used the crease tool in Maya.
Ok. dont get so defensive, it's only my point of view...But i would not make it that way anyway. :poly124:
Sure, I just liked the rust in that image. Probably wasn't the best example! Good luck
Well, generally they are made with adding support loops to you highpoly model and use sub-division smoothing (press the 2 or 3 key for that to see a preview in maya i believe). If you are not used to sub-d modelling, be ready to spend some time researching this topic. The how do you model them shapes thread has quite some information too:
http://www.polycount.com/forum/showthread.php?t=56014
I won't lie.. it's gonna be a bit of a pain in the neck to fix it now since you've already baked things but people have mentioned very good advice on issues about how your high poly's edges are a bit too tight in some areas... I'd definitely revisit back to the high poly... however I must say the new direction on the texturing definitely looks better than the old rusted direction so if you decide to revisit the high poly (I highly suggest it... just my opinion though) you'll know how to re-approach the texturing stage later on
best of luck! keep going
Thanks for the feedback, now that you say it, yes, the handle looks a bit too round all over. I might be able to nudge the handle a bit, without any noticeable stretching in the UVs, but remaking the high poly is a bit too much work at this point, this project is already starting to drag quite a bit. But I will for sure remember what mistakes I made with this gun and try to avoid them the next time around. I'll update soon on how adjusting the handle turns out!
I'll take a look at that thread, I have used support loops before though I find it pretty awkward to work with but that's probably down to my lack of experience. Part of the reason that I wanted to make this thing was to try out using the crease tool in Maya but it seems it didn't work as well as I had hoped.
Is this better?
I base the damages on this picture: