Hi guys, I started working on this weapon a couple of days ago. I wanted to post my progress on it so far. There is a smoothing group error on the side of the main body that I literally just discovered before posting this. I think I am going to have to go back to fix that up. The low is sitting at 3801 Tris and on a 1024 X 1024. Next up diffuse!
Reference
Highpoly
Lowpoly
I figured I would go ahead and throw in the other asset I finished before I started this weapon. This one is a torpedo on a stand.
Highpoly
Lowpoly
Replies
Nice stuff, the only thing I'm wondering about is the rack for the Torpedo. It looks like the torpedo would be off balance, generally torpedo racks looked something like this.
But I'm sure you were following a concept so not really sure if it really matters.
But other than that I really like the texture work and lighting to setup for it.
And for the M202A1, maybe just go into zbrush and add a few little dents and dings since the one in your photo's pretty messed up. But nice stuff.
solid3 - Yo, thanks for the crit. This is the reference that I worked off of for the rack. Maybe to make it look more balanced i could just fix where the rack is setup so it is more centered. Different torpedo similar rack.
Shepeiro - Ya I think I will have to go higher poly on the parts with smoothing errors to fix them. For a lot of the UVs I have that in the same cluster but once I change the smoothing groups on certain parts it creates huge disgusting seams. For the most part this is all baked from xNormal, I would say 95 percent of it is. I will take your advice and make it a little higher to fix my errors though, thanks!.
zwebbie - Yup that makes perfect sense. Thanks for the crit.
EarthQuake - Ya I do, I'm going to have to go back to fix those parts.
YES!!!
Somewhere. Somehow. Someones.....
Gonna pay!
Changes:
-Added rubber lining to the lid
-Added hinge on the bottom of the lid so it can latch on to the top
-Fixed smoothing errors on the main body and the side panel with the ear hole
One crit, you should make the scope more high poly, it has a really low look to it, make it more rounded. And Id guess in the animations youd see that when the launcher is lifted up-- if this was for first person---anywho, it looks lower than the rest of the body
i would cut down the amount of scratches around the lines on the body and put a bit more on the rounded edges since thats where it would logically get scratched.
and id also make the bare metal bits darker in the diffuse, let the spec give them highlights, not the diffuse. but youd need some nice reflections to make that work, so you should render this in marmoset.