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Lowpoly AK (please critique)

I'm no weapon artist, and I had a low poly budget of 10k tris. But any critique is welcome before I finish this and send it off!



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  • teodar23
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    teodar23 sublime tool
    Looks good overall but it could use a bit more optimization. I see that there are some extra edge loops here and there like its ready for sub-d. Especially on the top part of the reciever and the handguard. The stock is a bit too high poly also.
    As for materials, the wood is a bit too shiny. Looks like a restored mid century desk. Its too polished although its clearly not new because of all the scratches and wood fibers being visible.
    Just saw its for an fps so you might want to add more detail in the areas that are most visible like ironsights. Not just polygons but also uv map allocation. Also it would help if you would post pics from the fps view.
    Good luck!
  • BladeSharpe
    teodar23 said:
    Looks good overall but it could use a bit more optimization. I see that there are some extra edge loops here and there like its ready for sub-d. Especially on the top part of the reciever and the handguard. The stock is a bit too high poly also.
    As for materials, the wood is a bit too shiny. Looks like a restored mid century desk. Its too polished although its clearly not new because of all the scratches and wood fibers being visible.
    Just saw its for an fps so you might want to add more detail in the areas that are most visible like ironsights. Not just polygons but also uv map allocation. Also it would help if you would post pics from the fps view.
    Good luck!

    Thanks a lot for the feedback. will be back tomorrow with new pictures!
  • fdfxd2
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    fdfxd2 interpolator
    When modelling a weapon it's always a good idea to put an image of the side view of the weapon you're modelling on the background of the actual model.

    Almost all my crits boil down to the proportions being off (the charging handle, being the most immediately visible one to me)
  • BladeSharpe
    fdfxd2 said:

    When modelling a weapon it's always a good idea to put an image of the side view of the weapon you're modelling on the background of the actual model.

    Almost all my crits boil down to the proportions being off (the charging handle, being the most immediately visible one to me)

    I definitely used reference but when doing a render I don't typically leave my reference in. I took artistic liberty due to poly count. I'm sorry.. but I don't see any issues with scale. any difference here is most likely due to camera angle of photograph as my image is 100% orthographic side view


    Appreciate the feedback though
    Thanks

  • BladeSharpe
    @teodar23 Updated  Removed roughly 2k tris (thank you)

  • teodar23
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    teodar23 sublime tool
    Better. But the overall thickness seems off. Maybe its the fov in that last pic but it seems kinda skinny
  • Zi0
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    Zi0 polycounter
    Its way too skinny


  • BladeSharpe
    Zi0 said:
    Its way too skinny

    Oh wow mine is definitely a little too shiny you are right. though that photo was taken inside I will adjust accordingly! Thank you

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