Model looks fine. I'd say the texture is quite uninteresting, as though I don't know what'd be there to interest things up. What I can say is that the diff, spec and normal doesn't match to the extent it could. Diff feels most as a noised cloudmap, but if that is what you want, then atleast the normalmap should match it. Maybe showing a bit worn...
Fjornsvavne pretty much hit it square on for me. There seems to be a real lack of detail in the texture. The diffuse and spec look like it could have been made by procedural textures. The model looks spot on, which means you had to have had some good reference images to get that perfect. So use those to your advantage. Really study the materials from those images, and see how they would wear & tear. You could even make it a bit more interesting by using the version with the wood stock http://www2.noda-ya.com/sinseihin/5sin0405/mp40.jpg.
Also, your bolt looks extremely tiny, and looks like it would be uncomfortable to pull on. Look at the size difference between yours and the one in the image link I posted. All in all not bad, just take another look at the materials, and it could really shape up
How do you see this model being used? As a first person weapon? Isn't over 4k a little extreme? Aren't you better off making a 2K model and using a normal map for stuff like bevels instead of modeling them in? Seems to me that you'd get a much better visual result and besides, the model desperately needs some optimisation. In the wireframe shot, whats up with that tab underneath the sight with all those vertical edges?
yea daz this is a first person weapon. I tried my best to use verts effectively. i used projection mapping to get my normals. my high poly version was 40k poly. anyways what can I do to optimize it? thanks
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anyways what can I do to optimize it? thanks
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These are the areas that confuse me:
Also, the fact that you have a) unevenly spaced edges on the barrel cylinders and b) cylinders that increase in number of edges as they get further away from camera seems odd. With a first person weapon, you want to try and think about where the camera will be most of the time.
the gun is divided into separate pieces. that why the cuts look that way... the barrel edges aren't uniform because the barrel isn't a perfect circle.. its not perfect though I realize that
it seems to be using bump maps ( the ones in 3ds max black n white ) instead of normal maps.
The specular seems also vey flat , and the weapon seems to be painted in grey scale , i know its a weapon , but everything has more colour:) keep at it
these pictures here show nice color shades.
normally you do take care of your weapon and keep it clean, to keep it functioning, adding so much rust to make it look used, actually makes it look like being unused for long... then again it depends on what you want to portray in that game, but I'd go for more cleaned version if it was used in combat.
different materials used (for screws..) dirt accumulated at edges and so on make the surface more interesting / real. scratch part that naturally would get scratched more, because being exposed...
It's lower poly and IMO a much nicer piece, though it could do with more work on the specular. You can tell the normal map was generated with the help of a good high poly model
Rivits and screws could be added to push up the detail level along with the changes already suggested. One other thing that concerns me is the level of grime and dirt. If this gun is for a WWII game then you have to remember that guns where made at that time and didn't come with 50+ years of grime and nastiness. In general they don't even get this grimmy until someone digs them out of a swamp.
Good stuff so far but I think you have some issues to address and most of that can be done with some normal map work.
yea initially my mp40 was much cleaner but a few said the texture looked "uninteresting" so I tried to make it look worn and beatup. my high poly version was 40k polys aniceto. I am not familiar with a PS filter. I used projection mapping to get my normals. I guess I'll go back and tweak my diffuse and spec to make it look a bit cleaner once more before I submit it to this game mod I'm working on.
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cool thanks. what are the benefits of using this program
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better image generated normal maps, faster than tweaking them in photoshop, realtime view on a 3d model along with movable light as you change the normal map properties, percentage selection between small, medium, large detail using sliders, 3d shape processing, and others.
Replies
Also, your bolt looks extremely tiny, and looks like it would be uncomfortable to pull on. Look at the size difference between yours and the one in the image link I posted. All in all not bad, just take another look at the materials, and it could really shape up
anyways what can I do to optimize it? thanks
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These are the areas that confuse me:
Also, the fact that you have a) unevenly spaced edges on the barrel cylinders and b) cylinders that increase in number of edges as they get further away from camera seems odd. With a first person weapon, you want to try and think about where the camera will be most of the time.
The specular seems also vey flat , and the weapon seems to be painted in grey scale , i know its a weapon , but everything has more colour:) keep at it
these pictures here show nice color shades.
normally you do take care of your weapon and keep it clean, to keep it functioning, adding so much rust to make it look used, actually makes it look like being unused for long... then again it depends on what you want to portray in that game, but I'd go for more cleaned version if it was used in combat.
different materials used (for screws..) dirt accumulated at edges and so on make the surface more interesting / real. scratch part that naturally would get scratched more, because being exposed...
Have a look at Chai's mp40 model posted a couple months ago.
http://www.svartberg.com/wip/mp40_lp.html
http://www.svartberg.com/gallery/pic/3d_mp40.html
It's lower poly and IMO a much nicer piece, though it could do with more work on the specular. You can tell the normal map was generated with the help of a good high poly model
I built a hi poly one some time ago, so this is from that. I have a decent understanding of the mp40.
aniceto is right on the money btw.
Good stuff so far but I think you have some issues to address and most of that can be done with some normal map work.
cool thanks. what are the benefits of using this program
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better image generated normal maps, faster than tweaking them in photoshop, realtime view on a 3d model along with movable light as you change the normal map properties, percentage selection between small, medium, large detail using sliders, 3d shape processing, and others.
can u take an existing normal map into crazybump and optimize it?
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yes, but it would be better to start from a greyscale image, but it can improve existing normal maps.