After watching the phenomenal movie District 9 I decided to model the Arc gun used in the movie. Been quite some time since I did any real hard surface modelling, and this seemed like the perfect chance to get back into it.
The highpoly is almost finished, just some polish left, going back in and fixing a few areas that I am not happy with. Then its on to lowpoly and texturing. I think I will make it as a third person weapon (although a realtively expensive one polygon-wise) since the shapes in FPS view are kind of boring, most of the nice areas are hidden.
These are the two ref images I used for the modelling
Replies
http://forums.cgsociety.org/showthread.php?f=39&t=801969
Ill definately make mine look better than the Half Life one
They are there, just not very visible from that angle
Ill try to make them stand out more though, make them a bit deeper or something
But stunning recreation!
Unfortunate that refs for the other side of the gun are slim to none.
Indeed Which is why I will simply mirror it. saves texturespace and I dont have to use my brain to visualize how the other side looks :P
As far as texturing goes, iam a fan of that white striped design more than the orange. Just saying.
Keep it up!:thumbup:
~P~
One thing that kind of sucks about the guns in D9 is that they have such boring materials, mostly matte body and some metal bits. Not much vatiation to put in your spec map.
how did you do the vents on the top of the canister, theyre such a pain in the ass.
I whipped up a little mini mini tutorial just for you to show how I did them. It´s quick, its dirty, its really basic
...did I say that out loud? :-/
-Woog
Absolutely! If I can find some good reference for it
I havent finished blocking out the colors yet, there are major changes to come,but you are right ofcourse. I just wanted to post an update before I went to bed
Tried having hard edges? Always works for me.
Very nice work btw.
I agree with AimBiZ here, hard edges should work pretty well for this one and it shouldnt be that of a problem to remap it for that purpose either.
this is what I go with: the baking cannot be any better than the smoothing of the lowpoly, that is, if you have tons of irregular gradients on your lowpoly shading, then they will follow up when you bake it.
It´s not the first normalbake I´ve done, I have tried all the tricks I know to get it to work, including everything you guys are suggesting, not even angles that are way less than 90degrees look correct. So something weird is going on with this.
Invert greenchannel anybody?
Wish it was that simple, but no
Got a workbuddy to show me baking in max, so testing that out now, see if theres a difference.
This is how it works, if you have split up the lowpoly with hard edges, then the normalmap will have issues going over that edge, since it has no extra bleed pixels to use,
because of the uv being together.
so,
whenever you want to split up the lowpoly with hard edges, you also have to split up the UV, then the baking will look good.
if you however, do not feel like splitting up the UV's, like if you want to have it nicely connected for easy texturing, then you will have to bevel the edges where you would have made them hard, just so that it will work as support edges.
baking is an art in itself
I know I have tried every combination of soft/hard edges and split/sewed UVs. Cant get it to work on this model. Never had any problems baking sharp angles before, but this one is proving a hard nut to crack. I have tried several different mapping options. always the same. With a cage or without a cage. I know how to bake and I know the tricks, they just dont work on this bitch
Hope that didnt sounds too rude.
Finally manage to get a normalmap that I am "satisfied" with, its not perfect, but it will work for now.