My first Silo work and my first high poly weapon, that means i need a lot of crits.
As you can see my weapon is almost ready for normal mapping, but changes can still be made.
The plan is to make normal mapped weapon with a polycount like the UT3 weapons, but i dont even know a polyicount for UE3 weapons and should i delete faces in the low poly that cant be seen by the camera to get less polys?
Replies
I guess this isn't the most constructing crit for this piece in specific, but on your next weapon, it'd be wise to focus a lot more when designing your weapon. Take inspiration from modern/historical firearms, consider how all of the mechanisms will work, and try to make something appealing design-wise.
Still, I guess this will make pretty excellent normal mapping practice, so good luck.
When designing weapons remember the player won't see it from the side that much so be sure to change to the players perspective quite often when filling out the detail. Since you're working in silo I'm not sure if you can do this but I set up a camera to the players perspective, and take a screen shot of the game and set that as the camera's view port background it won't be prefect but it will help.
Nice work I look forward to seeing which way you take the texture and how you go about building the low poly version
http://hawkprey.com/UTposting2.jpg
I've been working anywhere from 2500-5000 tris for fpv weapons.
You could probably get a good model out of 2500.
Shoot for that and see how it turns out.
KICK ASS for normal map info though- this will look really robust when lit
Here is a FPV test:
I made the barrel bigger to make it seeable in FPV.
Here ist the low poly, im at 2630 polys (no faces deleted):
Should i make the barrel more round?
I simply made the colours,
scratching and ageing later!
Spec is very rushed for colour testing.
P.S. thx for comments
@ spacemonkey
I thought more about fancy UT weapons, not about that Flash Gordon crap!
Very atypical and refreshing -- usually gun models look like they just got put through the meat grinder -- all scratched up to hell
As for the design I see nothing wrong with it either and think it would fit right at home in the jak and daxter, or rachet and clank. (brought up to next gen of course)
As for it being in the lines of a UT weapon I think I might disagree with you there. it has lots of really nice detailing, but some of the major details are a bit dated. (the 1940`s screen at the back for example) Not that thats a bad thing, but if you want to make stuff look modern and tech, you gotta keep up with current trends and what is seen as typically "cool" because its always changing.
practice some "culture vulture" skills and analyze the crap out of some modern stuff and try and dissect your findings as much stuff as possible for what makes it "cool".
In other words, STEAL IDEAS!!!! BWA HA HA HA
thx for the comments
You will never know what the future brings. :P
Seriously, you all right!
It has a lot of very stylized huge rounded forms that makes it definitely look fancy. I reduced the cartoony look a bit by changing the colors, i hope it looks now more like a crazy and somehow real future weapon.
@ Ancient-Pig
Sry, scratched it up to hell because it was in hell.
@ The Ben
Maybe you can carry it one day in UT3.
@ dom
I didnt thought that someone here can read that!
I found a chinese translation programm but it seems its not that good, it should translate strong electrical fire rage fight, but gas duel is also cool
@ xysdf
Danke!
I tried to make the blood more realistic.
Here is the finetuning and an Animation Test
Shot FPV
Shot Side
I think i can call it finished.
Looks more like something out of halo though
the panel which surrounds the tv screen thingy seems tiny in the layout
looks great still though
I do like the spec better in your latest final, although that might simply be the angle or new coloring, and the unpainted metal was also improved.
Just my two cents, I still have yet to paint my first texture so I'm no expert at all.
edit: Oh by the way, I think it looks kickass.
You have used 2630 Polys for a Gun. Its a lot. I think you can save many Polys at some parts and invest these on other parts of your mesh.
For example, The smal round thing on the side dont need so many polys. The normalmap on this part give them details. Put more Polys on the Blade for more roundness. Use triangles for a better mesh. Round details need more triangles for shadding, flat or smal can be low.
@ ruz
I will keep that in mind for my next weapon.
I upped the uvw of parts with a lot of small details like the screen.
@ NeoShroomish
Its in there, just look at parts that are extruded inwards.
@ fantasymaster
To be exact i used 2707, i made the barrel more round, but its 2707 for the fully modeled gun, i could delete a lot of polys that cant be seen in the FPV. The round thing on the side is not connected to the main model for animating purpose, so the normal cant do much there.
I will try to make a more efficient mesh for my next weapon.
@ SkullboX & Illusions
You were right, the orange was better.
I made the paint more like the previous version and i reduced the dirt a bit. The metal is nearly the same, i think it looks better with the more highlighted edges in the spec.
It finished!