Been working on this model on and off over the past few weeks. I plan on baking it down to lowpoly mesh for 1st person use. all that's left is stock detailing and the rear sight. C&C please.
i did a test bake of the magazine in the ue3 engine to familiarize myself with it.
I can't really give much in the way of C&C, but one fellow gun modeller to another, could you by any chance elaborate as to your methods of making this high-poly model? Meshsmooth by smoothing groups in Max?
I modeled it in modo using sub division. In max you can also create subdivision models by modeling a low polygon cage that roughly outline your model. then tighten appropriate edges w/ edge loops. then you can either apply a turbosmooth or a meshsmooth modifier to sub divide the surface to create a smoother and higher detail model.
Put this thing down for awhile but i've finally got the normals done. The low poly weighs in at 8000 tri's.. she's a little heavy but i plan on working it down to ~7500. comments and crits are welcome
I am having a slight issue baking AO's in modo. When i bake my normals via Render>Bake from object to selected texture (selecting a normal effect image) the edges pad with out issue, however when I use Render>Bake from object to output (for the AO) I see no edge padding. In result i have faint black lines where the uv's are broken. any help is appreciated!
Looks like almost the whole thing is one solid mesh? ARE YOU INSANE?! :P why not place all those small details as floaters ontop? If I'm wrong then I appologize
hey did u figure out the edges baking problem? Ah fuck i got time for anyone else that might have the same problem...
Ok i dont have modo infront of me so this is gonna be one bumpy ride.
hmm wtf is that called...
Ok where u put u want to do normals or AO u also need to make another one and its on by default.
ok there is 2 on by default and one is final color, this is what you want to change Ambient Occlusion (ao). I think the other one is alpha
when the other one active the edge padding will work. if its not right it can be manipulated in the settings (how many pixels it will pad) but it should be ok as u rendered the normal map. and u have probalby been there thinking why it didnt make a difference.
When i get to work (monday) il edit this if it isnt enough.
The wood looks pretty good, the pattern and saturation seems just right, could use a little diffuse though.
The metal itself however seems to have dodge burnt contact shadows where the metal parts meet, might look better to soften it out a little bit and add some more metal frequency into the paint.
wow this is really shaping up nicely, its great to see more and more weapons being up out that take advantage of spec and normals instead of always having painted lighting. only thing i would really do is maybe increase the contrast in the spec so it would perhaps read better in a 1st person view where it is fairly parallel to the camera
Replies
I can PM you the manufacturing schematics of the real thing if you want to.
Final High Poly:
Low Poly Shots:
Ok i dont have modo infront of me so this is gonna be one bumpy ride.
hmm wtf is that called...
Ok where u put u want to do normals or AO u also need to make another one and its on by default.
ok there is 2 on by default and one is final color, this is what you want to change Ambient Occlusion (ao). I think the other one is alpha
when the other one active the edge padding will work. if its not right it can be manipulated in the settings (how many pixels it will pad) but it should be ok as u rendered the normal map. and u have probalby been there thinking why it didnt make a difference.
When i get to work (monday) il edit this if it isnt enough.
BTW, Good work, lets see how u texture this!
[updateabove]
Thanks
The metal itself however seems to have dodge burnt contact shadows where the metal parts meet, might look better to soften it out a little bit and add some more metal frequency into the paint.
Liking where it's going though.
ued
modo
try adding things like the slight difference's in colors in the metal and its spec. Also adding a bit of rust in the rite spots would go along way.
http://files.uzitalk.com/reference/shoots/princeton2004/STG44-2.JPG