Hi first post here, Im 16 from Australia and use blender and gimp as my tools.
Here is my latest project, Psg1 rifle, its actually my first gun and I will try to make it as high standard as I can.
Thanks to racer445 for his awesome gun tutorial.
I've started onto the high poly, obviously its no where finished, but if you can I would like your comment and critique please.
Thanks
Latest image:
Replies
Funny, it looks kind of futuristic without the barrel hand guard thing.
I didnt bother modeling that triangle part into the mesh, didnt think it was worth it. The couple of loops going down the centre seemingly doing nothing are to make holes for the bolts.
@ Belias thanks man, you mean BA? I think I will post there later on.
edit, oops the scopes subd level isnt up enough in the first picture.
makes me want to play mgs.
Ok I think the high poly is done, Im pretty happy with it.
Now onto the low poly (might be a while yet) What do you people think a reasonable tri count for this sort of gun is? if it was in a modern game like cod4/farcry2 etc
Heres low poly, around 7500 triangles (including magazine not pictured). Its not all that great but Im not very good at low poly
What do you think of this sort of thing below, should I seperate the sections or keep it as one piece and hope the normal map will fix it? How much bad smoothing can the normal map fix?
What do you think, cheers.
There's probably more of the same optimizations you can do on your lowpoly, feels a bit heavy in some areas for the small detail you created there.
Also please... please use a few smoothing groups on the receiver...
You have two choices really, remove the indents, or add a slight chamfer.
Now smoothing groups, basicly they just split the mesh into seperate pieces right? Blender doesnt have 'smoothing groups' so we use edgesplit modifier and mark the edges. Ive put some splits in the reciever and other areas, cylinders and such, it does increase the vert count +400.
Since im rather new to this baking I will bake without 'smoothing groups' and another with smoothing groups to see if theres any advantage.
BUT
If you have hard edges where your uv splits are, they are doubled already, so there is no extra cost in doing this.
Also, when baking normals you must have uv splits where your hard edges are anyway, or else you will get render artifacts on your hard edges(it tries to blend together the two sides on 1 pixels and gets all screwy). So it works out in the end, just make sure to plan your uvs along with your hard edge usage and you will be ok.
I guess I will start getting this thing more ready for unwrapping now.
Thankyou
Generally this is a pretty straight forward and natural process when you think about it, the areas where you break your uvs tend to be the areas where you would want a hard edge(caps on cylinders, etc)
Hopefully the unwrap is ok, probably I can get a higher score on the tetris though, moving some bits into the large gaps.
Unwrapping is soo time consuming:(
Good work so far Rhys.
It took 2.5 hours to bake the ao:poly141:
Ive cleaned up the normal map a bit still more to go, ao map needs tons of cleaning which i havent done any of yet and its getting late now.
So screenshots
Needs a spec map badly
I wish I had a better screen
Edit: took a look at these pics on my laptop screen(brighter, more contrast, newer etc) And the texture looks so dull:(
Calling it done. What do you think?
C4Engine:
Please let me know if the brightness and contrast are way off or something:\
Cheers
which is exactly what hard edges is in the end, its where the hardware is told to draw an extra set of vertices, since if they would share that vertex, they would share the normal.
its essentially splitting up the geometry.
Rhys, its looking really good!
you have a few tiny baking errors though, and an easy way to spot them is to render out both the highpoly, and the lowpoly with normals on it, in the same lightingconditions, and if the lowpoly with normals dont shade exactly the same way, then you've probably had some issues with the lowpoly shading.
a perfectly baked normalmap should be shading exactly the same way as the highpoly, the specular will usually show it even more.
are you getting around it, or are you not mirroring any uv's?