Nails in said bat, I UV'd one then just duplicated it, bending some of them slightly, just enough to give it some variety, havent hit the poly limit yet so I might throw a few more in there just for the hell of it.
Now onto Zbrush for some fun
*edit* zbrush is unavailable, for now ill just do some diffuse
got a test render up, im at a total of 960 polys(1,920 tri's) got my occlusion baked on the UVW. If you guys wanna take a look at how im laying them out let me know. This is kind of quick and dirty right now, im seeing what I can get done in a couple of hours
Nice. I'd say bring out the darks some more, as it looks a bit washed out, specifically in the tape. Grunge up the edges of tape and paint some shadows in there. Also, looks shiny.
Awesome job man! One thing that I see right off the bat (see what I did there! haha) is that the grip tape is too clean, unless it was just applied to the bat I think that it would be a little dirtier than that. Like in this HUGE ASS picture.
I think you should try rendering against a 50% gray background. I think that pure white background is taking away from your asset. Try that and see how it comes out.
definitely getting better. i just am not a fan on the red on the grip tape.. is it blood or what, also i think the specularity on ur bat is too intense, the light is blowing out ur texture. also id like to see some more definition on the tape in the grip tape as well as some more contrast. you could just make the lines darker around the edges of the grip tape and maybe a tiny bit of a drop shadow on the tape. lookin nice tho. o yeh one more thing i think the grunge looks a little too translucent. if its dirt on the bat you could make it darker and actually make it pop out a bit with the bump map to make it look like caked on grim. cheers tho looks really nice
I finally stopped half assing on the handle and really threw in some depth. I like comments about certain areas being washed out, im kinda doing this and like 2 other things at once today, so i'll get around to it later if im still up.
Thanks guys! except for you Josh...stop critiquing
Looking good man, but don't you think 3.6 million is a little overkill for just a bat?
That said, I feel like you've got some good detail on it, but you're losing it because the bat is too shiny, or there's not enough depth to the normal map. Along the lines of what KP said, if it's a used bat, it's going to be dirty yes, but it's also not going to still be shiny. I think you should really tone down your spec map, but it will be a nice touch to leave the nails and the blood shiny. It will make the asset more interesting in general to have areas of contrasting levels of shininess.
I also think it was a good idea to make the nails 5 sides, but I think you need more polys around the head of the nail, to make it look more like a circle. Use that trick I showed you and just chamfer each edge to make 'em ten sided. Are you using instances for the nails? You should be! If you are, you only have to use the chamfer trick once!
Oh, and on the topic of specularity. If you compare your renders with the reference, look at how thin the highlight is in the photo, versus how wide you have it on your model. If you do plan on keeping some of it shiny, bring up the glossiness value on your material, it will help sharpen the highlights and make it look less plastic-y.
Yea! The beauty of instances is that you can keep them like that even when you export your model for Unreal or other engines. When you export, just be sure to select all the parts and they will be automatically combined into one model.
It also means you only have to UV one of them, and when you combine the maps, they'll already be perfectly overlapped.
good call, I think this should be more of a bayonet for said gun. I can see it now:
"Fix bayonets!"
*one guys pulls out a bat with nails and sticks it to the front of his gun*
Replies
The NAIL!
Nails in said bat, I UV'd one then just duplicated it, bending some of them slightly, just enough to give it some variety, havent hit the poly limit yet so I might throw a few more in there just for the hell of it.
Now onto Zbrush for some fun
*edit* zbrush is unavailable, for now ill just do some diffuse
got my acclusion pass goin, gonna bake it on and use it in my diffuse
got a test render up, im at a total of 960 polys(1,920 tri's) got my occlusion baked on the UVW. If you guys wanna take a look at how im laying them out let me know. This is kind of quick and dirty right now, im seeing what I can get done in a couple of hours
this is a quick screengrab of what I got in zbrush so far, high poly is 3.6 million polygons
ok heres a quick "final render, this would have been up earlier had Zbrush not been a total whore and crap out on me.
total polys: 976
verts: 1,003
heres a few tweaks
few subtle changes, managed to put my hand print on the handle.
ok changed up the handle a bit and, tweeked a little bit of the bump, sorry that took so long....i got some burgers...and they are DELICIOUS!
ill get around to changing that backround color stat tho, I totally forgot about that
ok there we go, so better, worse?
I dont know about you guys, but I would totally play this
I finally stopped half assing on the handle and really threw in some depth. I like comments about certain areas being washed out, im kinda doing this and like 2 other things at once today, so i'll get around to it later if im still up.
Thanks guys! except for you Josh...stop critiquing
yea you likin that pokemon HP gauge!
That said, I feel like you've got some good detail on it, but you're losing it because the bat is too shiny, or there's not enough depth to the normal map. Along the lines of what KP said, if it's a used bat, it's going to be dirty yes, but it's also not going to still be shiny. I think you should really tone down your spec map, but it will be a nice touch to leave the nails and the blood shiny. It will make the asset more interesting in general to have areas of contrasting levels of shininess.
I also think it was a good idea to make the nails 5 sides, but I think you need more polys around the head of the nail, to make it look more like a circle. Use that trick I showed you and just chamfer each edge to make 'em ten sided. Are you using instances for the nails? You should be! If you are, you only have to use the chamfer trick once!
....damn....suppose I should have thought about that...alright since your like the third person to mention it, im gonna re-work the spec map..
It also means you only have to UV one of them, and when you combine the maps, they'll already be perfectly overlapped.
small tweaks, watching too much youtube and now im going to bed
I remember now why i didnt use instances though, not all the nails are identical!
Vindication!
Counterpoint: You can use instances and still make each one different!
"Fix bayonets!"
*one guys pulls out a bat with nails and sticks it to the front of his gun*