Hello there!
Here is a personal project I've been working on for the last couple of weeks. It's a Heckler & Koch MP5K-PDW (Personal Defense Weapon). Like my previous project (Franchi S.P.A.S. 12) this is also a well known weapon both in film and videogames, but this time around its also a very known and proven real life SMG used the world over by police, special ops and military.
Modelling of both high and low poly meshes done in 3dsMax, textures in Substance Painter, rendered in Marmoset Toolbag.
16K tris and 4K textureset.
Any comments appreciated!
Thanks!
Replies
Are the welds from SP or did you model them in?
They are modeled both in the HP and LP model. you can see it in the last image that shows wireframes.
Not 100% happy with them, but its time for another project
Only thing I would say for improvement, is looks like it would need minor adjustments is the metal roughness. Currently it looks like its got a plastic coating or clearcoat on it.
There is always room for improvement when it comes to the roughness channel, specially if you are working with over 4 dozen of ref pics collected from the internet where the coating of the gun varies from very glossy finish to very rough kinda matte paint with very different stages of wear and use and shit. So I've settled with one reference I have found and added all the wear, tear and dust (the one in the pic looks brand new and somewhat blue-ish, mine is black)
Thanks for the feedback!
Like i mentioned before, maybe there are some edges they are maybe too hard. Issue there is, on your lp the normal map curvature will be too small in pixels. Result will be an edge with more or less no curvature in normal map and maybe AA problems. I`ve learned from many people to model things a bit smoother then they are in reality. Just to get an better normal map result later on. With 4k it "could be" fine, but maybe you will use 1k, then you will get in trouble.
Im really not that expert, but maybe there are others here they agree with me or if not, could teach me something different.
Here are some edges that I would describe to hard:
Danke!