this is a totally sweet gun, with the bullpup design. Israel sure knows how to make em.
there must be better reference out there for you to use, use google! finish this model up and start uv mapping! make it high poly and throw it into source or something.
Yes. : ) Quasar pointed this out earlier and it's fixed. You'll see the new one in the update. I also shortened the barrel length so that it more closely matches the assault rifle variant rather than the sniper variant. That will wait until I have some time to make a scope and bipod as well.
That orthographic outline is a nice pic! I'll use it to tweak some of the curves. Sadly, I already have the rest of the photos. If you come across any straight on photos, that would be nice. I have one with skewed perspective.
...And yes. I always end up spending the most time looking at *that* reference photo in particular.
Ugh, if you are talking about your grip being fixed its not, its still a box with slightly rounded off corners and would be uncomfortable to hold. If you use that drawing outline i used you can tell when you should start rounding off the grip.
Lol oh ok. I thought you ment that you had already posted the update so i went back up and looked at the pictures again. My bad.
Looking foreward to the update.
that's a very nifty model, i like the attention to the panel lines. i checked the ref though and i gotta agree, i think it might be a little bit too narrow across the x-axis. or maybe it's the perspective giving that illusion. either way, with guns in first person view it's usually a good practice to thicken them up along that axis to counter the perspective and make it look a little more 'solid' (since from first person you're mostly seeing lines across that axis. the lines on the z-axis taper into the vanishing point in front of you).
makes me want to go work on something highpoly, which is rather rare for me.
oh, and i forgot to add, with the bumpiness on the normal map: why not just make the bumpiness with the nvidia photoshop filters after the fact and layer them down on the baked normal map, all in photoshop? i'm not sure which blending mode you'd use, but it seems like it would work and it'd be a shame to use two different kinds of bump maps. just a thought.
[ QUOTE ]
that's a very nifty model, i like the attention to the panel lines. i checked the ref though and i gotta agree, i think it might be a little bit too narrow across the x-axis. or maybe it's the perspective giving that illusion. either way, with guns in first person view it's usually a good practice to thicken them up along that axis to counter the perspective and make it look a little more 'solid' (since from first person you're mostly seeing lines across that axis. the lines on the z-axis taper into the vanishing point in front of you).
makes me want to go work on something highpoly, which is rather rare for me.
oh, and i forgot to add, with the bumpiness on the normal map: why not just make the bumpiness with the nvidia photoshop filters after the fact and layer them down on the baked normal map, all in photoshop? i'm not sure which blending mode you'd use, but it seems like it would work and it'd be a shame to use two different kinds of bump maps. just a thought.
[/ QUOTE ]
Thanks for all the comments guys, I appreciates. And yeah, on the normal map, that's what has me confused. Because a normal map, like a bump map, has a neutral value, it would essentially "paint over" the base normal map. I could go in there and erase particularly offending areas, but it would be useless on a curved area. I was contemplating bringing it into Mudbox or ZBrush later and giving it the alpha treatment, but I'm iffy on whether or not it would work.
Either way, doing more work on the thing today, should have something to post later.
Thanks very much for the tip EQ, I'll be trying that in the next few days, and I'll post the normal map for critique. I widened the gun, updated particularly how the MARS sight attaches to the gun, though it's really hard to see, it's mostly for the normal map without the scope, and I rounded off the handle as mentioned before. Tweaks are easy to make at this point, so further C&C are still welcome. Thanks to everyone again for all the critique, I appreciates.
can you post a render of the highres thats not just GI with no lights? Its imposible to tell the quality of hte model when you do that, show a render with some pointlights, and a material with specular.... you can do GI but dont ONLY do GI it kills all the details.
a bit of a follow-up on photoshopping that detail into the normal maps; poop has a good tutorial on making normal maps with photoshop and then combining them with normal maps baked in a 3d application. here's the page where he covers that: normal map workflow
especially useful is this image (sorry for hotlinking your image, poop):
last but not least, here's a link to download NVfilter, if you don't have it already: Nvidia normal map filters
Replies
there must be better reference out there for you to use, use google! finish this model up and start uv mapping! make it high poly and throw it into source or something.
HiPoly is done. Now onto the low cage.
I also agree with Eq on it feels to thin
http://www.defense-update.com/images/tavor-kalai.jpg
http://www.defense-update.com/images/tavor-training.jpg
http://www.defense-update.com/images/tavor-mepro.jpg
http://www.israeli-weapons.com/weapons/small_arms/tavor/tavor.jpg
http://www.wizards.com/d20modern/images/wl_gallery/78934.jpg
http://www2.kadoorie.galil.k12.il/2006/alexanders/Pics/tavor-girl.jpg
isrealie soldier chicks are hot >_>
That orthographic outline is a nice pic! I'll use it to tweak some of the curves. Sadly, I already have the rest of the photos. If you come across any straight on photos, that would be nice. I have one with skewed perspective.
...And yes. I always end up spending the most time looking at *that* reference photo in particular.
Edit: Eh. It'll have to be tomorrow. Busy busy, shall post later.
Looking foreward to the update.
Seems too thin, dosent have any cool bulk to it at all, would look really lame in FPV.
[/ QUOTE ]
I completely disagree, looks total pimp to me, really like this one, i would have used something other than red for review but looks great so far
makes me want to go work on something highpoly, which is rather rare for me.
oh, and i forgot to add, with the bumpiness on the normal map: why not just make the bumpiness with the nvidia photoshop filters after the fact and layer them down on the baked normal map, all in photoshop? i'm not sure which blending mode you'd use, but it seems like it would work and it'd be a shame to use two different kinds of bump maps. just a thought.
that's a very nifty model, i like the attention to the panel lines. i checked the ref though and i gotta agree, i think it might be a little bit too narrow across the x-axis. or maybe it's the perspective giving that illusion. either way, with guns in first person view it's usually a good practice to thicken them up along that axis to counter the perspective and make it look a little more 'solid' (since from first person you're mostly seeing lines across that axis. the lines on the z-axis taper into the vanishing point in front of you).
makes me want to go work on something highpoly, which is rather rare for me.
oh, and i forgot to add, with the bumpiness on the normal map: why not just make the bumpiness with the nvidia photoshop filters after the fact and layer them down on the baked normal map, all in photoshop? i'm not sure which blending mode you'd use, but it seems like it would work and it'd be a shame to use two different kinds of bump maps. just a thought.
[/ QUOTE ]
Thanks for all the comments guys, I appreciates. And yeah, on the normal map, that's what has me confused. Because a normal map, like a bump map, has a neutral value, it would essentially "paint over" the base normal map. I could go in there and erase particularly offending areas, but it would be useless on a curved area. I was contemplating bringing it into Mudbox or ZBrush later and giving it the alpha treatment, but I'm iffy on whether or not it would work.
Either way, doing more work on the thing today, should have something to post later.
Refer to first post for updates.
Update at top.
something like this(no gi): http://dfacto.johnyontehspot.com/3d/dfacto_smgfront.jpg
or this(small amout of gi): http://johnyontehspot.com/pix/dfactoguyrender01.jpg
btw - Thanks for that Photoshop tip. Going to be trying it out tonight.
Here you go:
normal map workflow
especially useful is this image (sorry for hotlinking your image, poop):
last but not least, here's a link to download NVfilter, if you don't have it already:
Nvidia normal map filters