Hey guys,
I'm making a modern revolver based on a concept art and I'd like some critiques of it. I know high poly topology doesn't have to be perfect as long as it looks good after baking but I always worry about my topology not being good enough. I have some problems with making holes in the barrel though, you will see it on the pictures.
https://imgur.com/a/kExLUdA Here are a few pics of the model with turbosmooth on
https://imgur.com/a/Z159qGQ And a few without turbosmooth
Actually I've used two kinds of turbosmooth methods, the front part of the gun with the barrel has edge loops near the edges to make them smooth while the rest of the gun has 2 turbosmooth modifiers by using the smoothing groups. I guess the edge loops would be the proper way to do it?
Also I think the concept art has some problems, like that rail where you put the sights are not as wide as the body of the gun and it can't be without messing up the rest of the gun. Also I think the mag is a bit too big, at least the ammo looks weirdly long and I've even made them a little bit shorter than the actual mag. The description said that it's a 8 round mag, I think it's a bit too tight for 8 rounds but I made it that way anyway.
Of course it's always possible that the concept art is perfectly fine and I've only overlooked something so feel free to give me any kind of critiques! I'm happy to hear any kind of advice.
My goal is to make it a game ready model in the end. I'm also thinking about bringing it to Zbrush to add some details but honestly I have no idea what details could I add, I fear I'd overdo it and make too much damages on the edges. I absolutely a beginner in Zbrush though.
Replies
Since you are going to use zbrush i recommend doing the rounding of the edges in there and not bother doing a good looking high poly in max
I watched some tutorials about Zbrush but the UI seems so confusing. I'll try using it anyway though I'm just not sure what result I'll get haha
@sacboi Thanks, I'll definetly do that tutorial! It looks so easy to make detailed high poly models in a very short time with that method. I know that the edges are too dense, sometimes I have problems with deciding how soft an edge should be. I always think my edges are too soft so I make them a bit harder, sometimes a bit too much as you can see haha Only the front part of the gun has edge loops, the rest of the gun was made with smoothing groups.
Honestly I'm leaning towards being a prop artist (then maybe environment later) not a gun artist but I'm not sure so I just try to model all kind of things and this revolver seemed easy enough.
@Unknown_Target I've finished a one year course in January and my teacher (who works in the industry) said that we can use both turbosmooth and opensubdiv but he used Turbosmooth all the time so I just went with that. I'll look into OpenSubDiv though, it never hurts to learn more things
@Zi0 Sometimes I have problems with deciding how hard or soft an edge should be and since this is a piece of metal I thought it wouldn't hurt to make the edges a bit harder but you are right, I also thought that it looks exactly the same as the low poly one. Fortunately I've saved a version of the front part without the edge loops so I can always redo them.
It would be definetly easier to discuss those things with the concept artist, actually I could write him a message but I don't really want to bother him so I'll just figure it out myself. He has a ton of concept arts and if everyone would message him about how to model the guns then he wouldn't even have time to sleep. Not to mention that you can always learn a lot when you figure things out by yourself