motives, he he, thanks, i am going to texture it, but i'ms till very new to character process and i'm not very good with UVs or texturing for that matter. I was hoping i could post my progress here and get some feedback on my UVs and what not.
I have added a ammo clip and finished the trigger area. More update soon. I will be posting the development og the UVS on the Thompson as well as the BAR progression.
Yeah, I was gonna say, these GI renders aren't showing us much. We can pretty much see the silhouette of the gun and a couple of the details, but it's not giving any information on the level of detail, or the poly usage. Which is what we like to crit the most
Sure the shape looks good, but is your meshwork as clean as it could be? We just don't know!
Flatshaded and wireframe please... try just one directional spotlight rather than global illumination... easier to see form and shape that way.
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Aside from the forward part of the triggerguard to the magazine release, that is some pretty clean geometry.
Scott
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Scott, thanks Yeah i'm aware of that area by trigger guard, i'm still blocking out the parts, i'll get to the cleaning after i'm happy enough with the proportions to start attaching all the parts. I'm abit concerned about the iron sight. They are for som reason very complex on BARs. Still i'll give it a shot.
The Iron Sight may push you over 1000, if it is supposed to "work" in the game (a.k.a a First PErson model for the hands) Otherwise you could get away with just a squared "U" channe; with a block in it, and let textures handle the smaller details , cuts, and chamfering.
Looking great, and motives is right god is gearing up to smite a few kittens, so you best hurry with the unwrapping =P
Scott hit the points I was going to bring up. Also remember that most weapon models will be viewed from "back and above" when in game. Sometimes accurately modeled barrles and far away parts get really tooth-pick like. When I do weapon models I put a camera locked about where the ingame first person view will be, and switch to it often to check. Often I end up making the barrels bigger the farther the details get away from the camrea. From the side the gun starts to look like a pilgrim gun but not that extreme. Also keep in mind that the camera in 3D apps might be different than the ingame camera. So if you can check your model ingame as you go, you should be in really good shape.
Long story short, remember to check how the gun will look ingame before you get to unwrappin' because everyone is going to see it from up and behind not the side.
OK, well i have started the UVing of the Thompson model, and as i predicted it is PURE HELL, i have no clue what i'm doing so please feel free to help me out :P
Replies
you know that for each untextured weaponmodel made, god kills a kitten
ElysiumGX, thanks
motives, he he, thanks, i am going to texture it, but i'ms till very new to character process and i'm not very good with UVs or texturing for that matter. I was hoping i could post my progress here and get some feedback on my UVs and what not.
Welcome aboard, Airborne!
Scott
Scott
Sure the shape looks good, but is your meshwork as clean as it could be? We just don't know!
Flatshaded and wireframe please... try just one directional spotlight rather than global illumination... easier to see form and shape that way.
They look good though. What's the polygon count?
MoP
MoP, your making sense so here is a shot of the wire and the a render using a spot light as you suggested.
Scott
Aside from the forward part of the triggerguard to the magazine release, that is some pretty clean geometry.
Scott
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Scott, thanks Yeah i'm aware of that area by trigger guard, i'm still blocking out the parts, i'll get to the cleaning after i'm happy enough with the proportions to start attaching all the parts. I'm abit concerned about the iron sight. They are for som reason very complex on BARs. Still i'll give it a shot.
Scott
Scott hit the points I was going to bring up. Also remember that most weapon models will be viewed from "back and above" when in game. Sometimes accurately modeled barrles and far away parts get really tooth-pick like. When I do weapon models I put a camera locked about where the ingame first person view will be, and switch to it often to check. Often I end up making the barrels bigger the farther the details get away from the camrea. From the side the gun starts to look like a pilgrim gun but not that extreme. Also keep in mind that the camera in 3D apps might be different than the ingame camera. So if you can check your model ingame as you go, you should be in really good shape.
Long story short, remember to check how the gun will look ingame before you get to unwrappin' because everyone is going to see it from up and behind not the side.