Hi, my name is Lear Darocy and in this thread I will post things I am working on for review and critiques. I am currently getting help from various artists such as Spark and CG Struve. Any comments would be greatly appreciated.
sweet....you should embed your images next time...its a little more convenient for ppl lookin at your stuff. Nice work on the M4...no joke, that is EXACTLY the same M4 I made in my first semester of college. Same grenade launcher, same stock, carrying handle, barrel guard ...everything.
The textures really work I think and so do the textures on the solo blaster
My only crit would be that you could have mirrored your geometry so you could really maximize your uv space but it looks good from a distance. nice stuff
edit...oop nevermind u already did...the 2 handles on the m4 threw me off
I agree with Aldo, specifically about the blaster. There are a few parts that really cause my eyes to jump around. I don't know what the blaster looks like (aside from it being made after an old broom handle Mauser), but there are some pieces that just feel weird to me. For example, the front box piece that is corrugated metal. Just feels weird. And overall a bit rusty feeling imo.
Also, why the alpha planes in front of the muzzle and scope? I can only guess that you were trying to fake the barrel/scope being a perfect circle and hide the segments in your barrel, but I can't tell what they are for.
Also, I noticed you have razor sharp edges. Are you using many smoothing groups for your low poly? It's usually a good idea to use as few smoothing groups as possible and let your high poly and normal map do the work to get those hard edges, that way its a hard edge, but still has a nice subtle bevel to them. Otherwise it looks like you could slice an apple on the corners.
Anyway, overall, really good looking stuff. Not too shabby at all.
Hey Lear, you know the crits that I have given, some good points from Flewda that I think you should bring in and just wanted to say some great overall work. You have come far.
Something I saw last night but didn't have time to post, was that the bullet isn't right. You have it as all one material, but the bullet itself is going to be different from the shell casing. The bullet would be likely be lead, especially back then (now there are a few different types of bullet materials). Anyway, I would make the tip a dull gray with some little (very small) chips and irregularities. I think that would look cool.
you should re-think the texture on the warhammer drums.
the skins would be made out of human skin, so give it a bit more of a gory look. similarly, the "Mork" symbol on there, would probably have been painted on with blood, so it shouldn't really look that sharp.
onionhead, the blue in the specular is just to give some colour to the shine, people often use blue on skin as specular seems to work like an additive layer in photoshop and makes a more white/natural looking reflective shine than using white/gray does. There is a thread where we dealt with this question of specular colours heavily in the technical section I think.
I really like that Range Murata; though I think you posted slightly too many screens of the hi/low-poly. I think you used too many polies in the front headlight, among other places; it could probably just be flat and still look just as nice with a good normal map.
The texturing and material is top notch, good work.
Cool work. On the most recent, the gills on the front of the scope bother me because they are not evenly shaped and spaced and this makes it seem like a toy gun. but other than that, I like it.
LEAR: you probably did your reserach and everything but i forget if its the colt SAA is with the detachable tumbler or somethign else. cuz if it is detachable, then your model is correct. if its NOT detachable, there should a groove on the right hand side of the tumbler to slide the cartridges in. that is if it IS non detachable.
i have a non working revolver myself (remington) and mines the ball and cap revolver. and its not detachable. so i was wonder what reference you were using
Replies
maybe if they didn't look so 'used' with scratches and rust...it might take away some of the noise.
The textures really work I think and so do the textures on the solo blaster
My only crit would be that you could have mirrored your geometry so you could really maximize your uv space but it looks good from a distance. nice stuff
edit...oop nevermind u already did...the 2 handles on the m4 threw me off
I agree with Aldo, specifically about the blaster. There are a few parts that really cause my eyes to jump around. I don't know what the blaster looks like (aside from it being made after an old broom handle Mauser), but there are some pieces that just feel weird to me. For example, the front box piece that is corrugated metal. Just feels weird. And overall a bit rusty feeling imo.
Also, why the alpha planes in front of the muzzle and scope? I can only guess that you were trying to fake the barrel/scope being a perfect circle and hide the segments in your barrel, but I can't tell what they are for.
Also, I noticed you have razor sharp edges. Are you using many smoothing groups for your low poly? It's usually a good idea to use as few smoothing groups as possible and let your high poly and normal map do the work to get those hard edges, that way its a hard edge, but still has a nice subtle bevel to them. Otherwise it looks like you could slice an apple on the corners.
Anyway, overall, really good looking stuff. Not too shabby at all.
Spark
After getting some of the pointers I made some changes to my over all process. Here is a lantern I did.
OP, NM, DF, SP 1024x1024
Other than that, it's looking great man.
Josh
how come the specular has a bluish tone to it. I see it in lots of ppls spec maps. does it enhance it?
the skins would be made out of human skin, so give it a bit more of a gory look. similarly, the "Mork" symbol on there, would probably have been painted on with blood, so it shouldn't really look that sharp.
onionhead, the blue in the specular is just to give some colour to the shine, people often use blue on skin as specular seems to work like an additive layer in photoshop and makes a more white/natural looking reflective shine than using white/gray does. There is a thread where we dealt with this question of specular colours heavily in the technical section I think.
The texturing and material is top notch, good work.
killer works
I was just wondering if you could post your shader setup in unreal, I'm really liking how your in-game screenshots turn out, more so the spec.
Awesome job man
http://www.gameartisans.org/forums/showthread.php?t=5511
I have also been workin on this plasma riffle which was concepted by the Struve!
looks like you got some cool details visible from first person view
can't wait to see the textures and a first person shot would be cool too :P
also kinda curious about your ut3 mat setup, really sweet render (and gj on the materials too :P)
hot rod red!
i have a non working revolver myself (remington) and mines the ball and cap revolver. and its not detachable. so i was wonder what reference you were using