Alright well I decided I wanted to see how a weapon would look in our engine at work with a decent material and good maps on it in comparison to other engines I've made FPS weapons for and seen be made for. so I finished this 1895 model I did a high poly for a few months ago and textured it.
I decided to stick with a pretty clean version for now to try to match good metal and wood materials. If I go back to it I will add cloth wrapped on the fore grip, kill notches on either the metal receiver base or on the stock or above the trigger guard, some rust in certain areas and deeper scratches and scrapes from use and bad handling, and maybe a scope addition.
The low is ~3500 tris, it's using pretty big maps right now because it's just to test this.
These are all shots from the model viewer in the INFERNAL engine except for the 2 wireframe shots in max.
High poly:
Low In-engine shots:
Textures:
Just updating this thread with my revolver I finished up throwing it into our engine instead of making a new thread:
High:
In-Engine Low: ~4000 tris
Textures:
Replies
I love this weapon, and gunna make a lowpoly of it sometime soon.
carlo_c, bugo, rooster - Thanks guys for the comments!
LEViATHAN - "Infernal" is our (Terminal Reality) in-house proprietary engine.
Razorb - Thanks man! Do itt!!
duxun - I create my spec map from my diffuse map, editing levels and colors and adding layers of wear and scratches to areas.
Harry - Yep, I gathered a bunch of good refs to make sure I was able to make it as accurate as possible. Thanks for the comment man, can't wait to see your lowpoly version!
My main critique is on the presentation...
The in-game shots look a bit weird... why are there occasionally tiny bright blue pixels around the outlines of the model, and what's the "outer glow" effect for? Seems like it's actually making it look not as good as it could.
Also the aliasing is pretty bad on those in-game shots, I noticed the same on you guys' Unearthly Challenge entry (Metzelei Haus), is that just something the engine does? Can't you turn on higher antialiasing/multisampling modes? That'd really help the in-game presentation I think. Right now the edges of your model just look really scrappy as a result of the aliasing + blue pixels + glow effect.
The highpoly render is much cleaner and nicer but again you've put an "outer glow" around everything which is hiding the silhouette in some places.
What's the map on the bottom of your textures for? I was thinking ambient occlusion but it can't be, the average surface colour is mid gray, and all the edges are highlighted - it looks more like a Crazybump pass.
If it is ambient occlusion, how is it being used by the engine? Is it being multiplied down onto the diffuse, or is it actually used as a mask for the ambient lighting when not in direct light? Either way, I would have expected the majority of it to be much lighter. I'd be interested to know what it's for though.
make the mistake of almost mirroring the detail level of their diffuse in their specular(just more or less contrast) and this
really can be bad for certain types of materials. I like to really simplify, and pull out a lot of the values in the spec for that
shiny, lacquered wood effect.
If you look at something like this
You'll noticed that the reflection itself is a bit more diffused, and generally a lot less noisey than the detailing you
would get in your diffuse/bump. There shouldn't ever really be any "highlights" in wood spec, really because when
you wear/damage a surface like this its only going to get less shine, never more. So you start out with your base
material, that = max shine, and only subtract from that, not add.
Now the way i usually go about doing this, is i'll copy the diffuse material, and then take a layer over it about 90-95%
oppacity with my flat, blueish color and just fill that area, so you've got very very little contrast in it. And then i'll go back
to the diffuse, and do a select by color on some of the darker pixels of the diffuse, and just flood fill that black, and adjust
the opacity to my liking etc, maybe do this a couple times with a couple layers and varied sample points/ selection settings.
And then multiply any sort of dirt layer you might have, etc.
Also another little general trick i like to do is to bake a slight gradient, usually a little darker around the barrel, lightest around
the trigger area/sights area/whatever you want to be the focus, and the darker towards the buttstock as well, this will just help
to get rid of the sort of flatness that you get without doing any hand painted lighting or any of that oldschool stuff. This is
usually one of hte last things i do with a texture, and it can really help to just add a little bit of..... "depth" i guess you could say.
In the end you want to end up with something like this(sorry i dont have a copy of the diffuse here, maybe i'll post it later).
Anyway, hope that helps a little.
The aliasing issue is just our engine and model viewer, not sure how deeply this is being worked on but may be on a "to-do" list. I'm with you on it though, would be nice to have the options.
The highpoly render has the outer shadow for presentational purpose to seperate it from the background, I personally like it for some of my highs, so I do it every now and then, you're actually the first that's mentioned it bothering them.
Last map is actually the AO, it is brighter in the version used on the material, I guess I must have copied the wrong file as I checked after I read your post in comparison. It's an AO bake from our TRI normal mapper mixed with a light overlay of an AO crazy bump pass. There's only a slight difference honestly with it in the material so it really isn't a crucial map, but again this model and material was to test a few things out.
EQ - Thanks man! I liked the amount of spec coming off of the wood right now but that is a great tip and I'll run through the spec again to give it a better material finish with your suggestions. I appreciate the explanation dude.
Thanks guys for the comments!
Also try maxing out anisotropic filtering, it can REALLY help for those FPV angle shots where you get the bad mip-mapping.
Fair enough with the blue pixels thing - I'd probably recommend just setting the engine background colour to be the colour you want to use in the background of your presentation (eg. dark grey here), then you won't even have to photoshop anything. As for the glow I guess it's just personal taste.
but having said that, i dont reckon this guy's wood finish looks *quite* right but I doubt it would bother most people.
edit: oh and what's with posting a massively oversized rifle with an unrealistic texture?
Yeah that's slick MoP, definitely convenient for magazine screenshots as you mentioned. I went with your suggestion to just set the background to my usual dark gray, worked out better than I thought with selecting the background.
Lear: Thanks man! Where have you been??
Ksan: Thanks, I appreciate it
Just updating this thread with my revolver I finished up throwing it into our engine instead of making a new thread:
High:
In-Engine Low: ~4000 tris
Textures:
Love the fact that you modeled the swinging arm of the revolver chamber correctly and the inside where it lines up with the barrel...so tasty
Cheers!
"guns" are like any other subject of art, they can be made properly or fucked up. Weapons are actually very rarely made well in commercial games beacause of this "big deal, its a gun" attitude. Same reason youll often come across trees and plants that are a completely fictitious species.