Hello polycount!
I've been working on a gun in my free time and I feel it's got enough momentum to finish.
I want it to have the styling of the guns from Robo Recall, I'm taking some detailing inspiration from Escape from Tarkov, and I'm using some scrapped silhouettes of the NAC-11 in Due Process for the base design.
I also want to model this to TurboSquid's new
StemCell spec - mostly, I want to be able to have more then an academic understanding of the docs when I help out other artists.
Concepts:(Thumbnail silhouettes by Jesse Russell-Klarich)
Silhouette and (nasty) concept paintover:
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9-MAR
Blockout17-MAR
Modeling12-APR
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17-APR
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19-APR
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Alright, that's where I'm at! I'm going to try and finish and post work in progress here!
C&C is greatly appreciated! I'm still at a point where things are somewhat fluid, and I'd love to get feedback to improve it!
Replies
The main body will be baked at 4k and the other maps will vary to match the relative texel density. I'm baking optimization into the maps - any face using the interior texture can be culled while still retaining all the geo needed for a standard set of FPS animations.
The base gun without an interior and no attachments should just need the exterior, handle, and mag textures. Keeping the more modular pieces on a separate texture sheet may be a pain to bake and texture the first time, but if I want to do variant textures, it should save me time down the road.
Next up is high poly finishing and generating a low poly to bake to. I'm going to make sure the mid and low poly share UVs, so the difference between subdiv and game ready textures will only be in the normalmaps - one will have edges baked as is tradition, and the other will just have my floating geo and nDo details + whatever the material surface overlays bring to the party.
High Poly:
And the baked Low Poly - 7,965 Verts / 14,968 Tris
Polycount was reduced from 75k to 15k post unwrap by supporting edge removal and edge collapse/triangulation with manual edge removal and cuts to break down resulting n-gons. Not the most exciting work, but it got done.
Next up is painting additional details not worth modeling into the normal before I start texturing.
Good work! I can still see some unseen optimization on your final low-res mesh, if you really want to cut down.
Yeah the exploded views I'm showing here are purely for QA purposes. It's hard to confirm if a bake was successful when everything is nested in other meshes and whatnot.
As for the polycount, I started with low hanging fruit and worked my way down until I hit 15k. There are still quite a few obvious edges I can collapse, but I feel it's current count is fine for the general target - most of the loops still there would have been a bit of a balancing act to remove and would produce some ugly tris. Once it's fully textured, I'm probably going to do a version with interior culling that's optimized for VR - the target there will be about 5k.
Everything is still very work in progress-y.
Just having some fun with the outer compenasator - I'm liking the look of just the inner component much better, so I'm going to focus on presentation with that one and only have the outer one available as a bonus.
I also made a promo video in Marmoset: