Hey all! Finally had the time to start a brand new project and I settled on the Sturmgewehr 57. Here are the current high poly WIPs:
At the moment I'm just getting the topology in the right spots from the blockout, so some parts like the stock and barrel shroud will likely be replaced quite soon. Any critiques are appreciated, thanks for looking
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Here's a very dirty screengrab of tonight's progress. Still have a lot of pieces I need to replace yet that will all come with time. having a lot of fun with this combination of organic and machined hardsurface pieces.
Some more progress from both today and yesterday, very few parts are in need of a facelift now and the finish line for the HP is in sight
This thing rocks. There's a lot of interesting shapes going on with this gun. I love the intermittent holes in the barrel, the organic hand grip in front of the magazine, and the sights look really cool, some close ups of them would be nice to see. A few things that stood out to be was the stock. It doesn't seem "sharp" enough in some areas.
https://s-media-cache-ak0.pinimg.com/originals/4e/fb/02/4efb0292a0ffdbcd3c9ac6f28bda9b2a.jpg
I found this image of it, and right behind the hole seems to have a more hard angle then the round smooth edge in your model. The bottom of the stock seems to have sharper edges too, but it's hard to tell and I could be wrong. In addition to that, I would add the little holes that the strap goes through, even if you aren't including the strap in the finished product. It's just more visually interesting than one big hole to me.
Finally, the grip might be sharper and more angular than in your model and it looks like there's ridges on the front of the grip as well as the sides that you included.
I'm excited to see this thing finished, overall it's a good model of a really cool rifle.
Finished up some proportions and added the last of the 'big' pieces. Will now move onto details such as manufacturing marks, screws + bolts etc, and molding/casting artifacts.
Have been rather busy lately so here's all I've got for today. I've begun adding all the fun little details and have just about finished this side of the gun's engravings.
One more small detail to go and the high poly will be finished
I'd love to hear some feedback on my materials as to what looks good, and what I should consider changing
Just some dirty screen grabs from the other night.
Critique is encouraged
Some friends helped me get the lighting dialed in to really show off these materials, here they are in all their glory
that's wrong and let me tell you why.
mind you, i am aware of the fact that most guides will tell you that it has to be this way, in order to retain a physically accurate material. surely, there's truth in that, but unfortunately we are simply not ready for this yet, since most renderers arent advanced enough to portray materials that realistically (marmoset maybe being the exception, but it kinda works on plain materials, not when advanced meshes come into play. this is why you may sometimes see guns looking like mirrors in some artstation submissions). and besides, saying something like this is like saying you are restricted to only 2 values in the specular map as long as the spec/gloss workflow is concerned - some really dark grey color and pure white. that's simply not the case and values in between exist.
of course, in the end you might disagree, but one thing to note here is this - it works as long as it looks cool, keep physics out of this, because at the end of the day these are game assets we're working on, not super realistic CAD models
Thank you for this, this was a fantastic write-up! While I haven't (yet) strayed too far from the binary metalness values when it comes to my materials, I was definitely planning on doing so when I would be exposing some of the bare metal with my wear.
As my finals are coming up soon, I'm running out of free time to work on this thing, unfortunately. Should have some proper updates this weekend, but for now, here are some quick renders I whipped up last night
For the moment, I'm just trying to get all of the big details done on every piece, then I will make a dust pass, and finally another pass on edge wear. What do you guys think?