Finally finished this videogame scifi gun I was working on in my free time. I still have lot to learn but I'm proud of this little result!
Hope you like it and give me feedback on what I could have done better!
Thank you.
Claudio
The highpoly is modeled in Modo's MeshFusion. Retopo and UVs always in Modo. Bake, materials and renders instead in Substance Painter.
New Version:
Replies
This is a very nice start... in terms of execution I feel like this is pretty solid... my only critiques rely more on the colour scheme & weathering...
I feel the weathering is a bit too uniform, it doesn't really say much about the weapon... there's no story telling on it what so ever and looks like someone just decided to scrape every edge of the gun for an even edge damage across the entire gun... I'd suggest masking some areas out and breaking the uniformed weathering look of what I'm just guessing is a edge wear generator in Substance Painter. Some areas could do being untouched or damaged within reason. An example would be the area in between the ammo chamber and handle... it's been scratched along it's edges and even along the yellow piece's edges as well even though it's probably the most secluded section of the gun... it just doesn't come across as very believable is all.
In terms of the colour scheme I feel like it's a little dull, it's very red and then it's a bit black and then bits of random yellow... I suggest perhaps just playing around with ways to divide the gun up more? or even going back and adding more details across the body of the gun which will let you separate them later.
Either way, again this is a lovely start and shows promise
Keep it up! hope this helped.
First of all thanks for the encouragement!
As for the wear&tear I guess you are right, I could have spared some parts. I just went with it when I imagined the gun to be really old, probably used by multiple people for decades. The paint peeling out by itself more than for the gun use. For the color scheme I'm not that good with color theory (yet?) :P I take the critiques, and I'll try and do better with the next piece (not going to work more on this piece since it's not really going to be in any game, but was just an excercise).
Again. thanks, and yes, it helped
Thank you guys, appreciate that!
For the retopo... ahem, really hoped no one would mention it
Basically I did it by hand to practice with Modo's retopo tools (never used before). As I said to Kid.in.the.Dark the gun is not really going to be in any game, it was just a free time excercise, so I didn't bother to clean the resulting topology, since it also baked well enough. It ended up being around 40k tris (but indeed could easily be trimmed down to 25/30k if needed).
@McGreed , contrary to what it seems, the pieces are all separeted, the yellow knob for example seems not because the main body topology end up inward a bit, and I needed that little geometry to be there. It's more clear in this picture:
I'm guessing you took your highpoly model and reduced the polycount, but I think it would have been better to retop it from scratch, instead of trying to reduce polycount without breaking it. When you have the highpoly model to refer to, making the lowpoly is a lot easier and you can avoid some of the tricky parts. And I think you could reduce it to below 15k polys. Do you use normal map at all currently?
http://wiki.polycount.com/wiki/Normal_Map_Modeling#Low-Poly_Mesh
Now it's down to almost 26k tris. I could have gone further but seemed clean enough to me.
This is a lot better! You could go a lot further here though. Still lots of wasted vertices.
I circled a few. Why double edges? (or are they triple?) No need to continue edge loops across the in-game model. Total waste.
Just my opinion of course, take with a grain of salt, etc.