I'll be alternating Wire-frame and Turbo-smoothed models, These are still my mid polys so i haven't optimized them yet. Let me know about any inaccuracies/problems you notice, thanks:
Thanks For the Crit! I Made some adjustments and got rid of the bruising
Ive also refined the stock and action a bit: I forgot to show these as their own objects earlier. Here is the Chamber and shotgun shell (I used a 3" shell):
I made a lot of changes to the lumpiness of the reflex sight I changed all the sharp edges on the midpoly so i can use face weighted normals once I make my low poly
Looking good dude. Those pinching spots on the high poly are always a pain in the ass. However you will learn a lot about high poly modeling techniques by finding solutions to fix those areas.
I've made some various adjustments to parts of the gun, mostly regarding champher sizes
The most edits have been to the stock area, as The gaps present before would have required a bunch of unnecessary geo to need UV space
I've made progress in preparation for my low poly, by removing a large amount of unnecessary loops in my midpoly.
I'm still having issues with the rail, I cant quite seem to be able to get rid of the warping near the edges of the raised parts of the rail: I seem to see less warping on my midpoly: exploded: LP Version of Silencer muzzle:
Ive started making low poly of all the pieces, here are the ones I've done so far:
The one piece I was having some trouble with was the rail and stock:
I'm satisfied with the rail But my low poly Stock isn't reading right, Most of the triangles are on A flat surface, and re weighting the normals doesn't even fix the problem: Everything exploded:
After a hiatus I'm returning to this prop. First with better UVs than before, I wasn't allowing any shared space before, but now symmetrical pieces have shared UV space:
Hey - really dig the model, and you have some really clean bakes! If I were you, I'd focus more on material definition. As of right now, the whole gun looks like it's the same material minus the stands on the bottom. There's also no wear and aging at all which sets none of the parts of the gun apart from one another and just isn't natural looking for a weapon.
Sure, clean guns are possible in the world, but some of the best advice given to me is (if this is for a portfolio piece) nothing is as boring as a clean asset. Show your skills, make that shiz pop! You'll get noticed more.
Replies
Ive also refined the stock and action a bit:
I forgot to show these as their own objects earlier. Here is the Chamber and shotgun shell (I used a 3" shell):
Tighter Sight:
I made a lot of changes to the lumpiness of the reflex sight
I changed all the sharp edges on the midpoly so i can use face weighted normals once I make my low poly
Changing the Geo has caused some problem spots, I've fixed most, but I havent gotten around to tackling these yet
Whole view:
closeup on bruising:
Looking forward to more.
Here are my left, right, top, bottom shots:
Front and back shots:
Scope Callouts:
Action:
Sight:
The most edits have been to the stock area, as The gaps present before would have required a bunch of unnecessary geo to need UV space
I've made progress in preparation for my low poly, by removing a large amount of unnecessary loops in my midpoly.
I'm still having issues with the rail, I cant quite seem to be able to get rid of the warping near the edges of the raised parts of the rail:
I seem to see less warping on my midpoly:
exploded:
LP Version of Silencer muzzle:
The one piece I was having some trouble with was the rail and stock:
I'm satisfied with the rail
But my low poly Stock isn't reading right, Most of the triangles are on A flat surface, and re weighting the normals doesn't even fix the problem:
Everything exploded:
Action:
Closeup Of Holes for the screws:
Salvo and barrel:
Chamber:
Grip:
Muzzle:
Sight:
Rail:
Stock:
Trigger Guard:
Gun:
Sight:
Here is my run of normal map bakes:
Emissive: https://us.v-cdn.net/5021068/uploads/editor/1f/0vjavo3n4r2w.jpg
Metal (none):https://us.v-cdn.net/5021068/uploads/editor/eg/beevd856thal.jpg
AO: https://us.v-cdn.net/5021068/uploads/editor/ap/ot5xx3z1ez1z.jpg
Albedo: https://us.v-cdn.net/5021068/uploads/editor/06/88wxsoe8t3ov.jpg
Gloss: https://us.v-cdn.net/5021068/uploads/editor/hn/do4xqh6ilu08.jpg
Normal: https://us.v-cdn.net/5021068/uploads/editor/7h/34ehpy2wrexj.jpg
Emissive: https://us.v-cdn.net/5021068/uploads/editor/do/wmq3peyhzd38.jpg
AO: https://us.v-cdn.net/5021068/uploads/editor/nx/n80sfeh4iesd.jpg
Albedo: https://us.v-cdn.net/5021068/uploads/editor/yh/85vbfgi9al9j.jpg
Gloss: https://us.v-cdn.net/5021068/uploads/editor/za/uhilenwscgv5.jpg
Metal: https://us.v-cdn.net/5021068/uploads/editor/ke/crxfa02ak7xm.jpg
Normal: https://us.v-cdn.net/5021068/uploads/editor/vt/zmx0hqjin918.jpg
Sure, clean guns are possible in the world, but some of the best advice given to me is (if this is for a portfolio piece) nothing is as boring as a clean asset. Show your skills, make that shiz pop! You'll get noticed more.