weird is the lil oval safty thing behind the main cylinder floating really high? in your first render an the wire it seems right next to the cyllinder, but in the 2nd renderer it apears way back even past the screw near the hammer. but anyway sweet model, one of my fave guns
Final Gather and Global Illumination Some advanced lighting options kind of waste for renders like this honestly they're more for bouncing around colors carried by light and smoothing it out. Not really optimal for showing off your modeling because it can increase your render time a lot. I had a link for a nice shader that was good for showing off modeling but i seem to have misplaced it, dang. Nice work gbencharski i like it, are you going to do a low poly?
Wilex - Render times were just over a minute, so not a big deal and I prefer a rendering of this type to an AO. Really it just comes down to personal preference I guess. Thanks for the input though.
Yeah I've seen that shader before, thanks for the link. I could make the same material quite easily in maya. Ill try it out and see how it looks, thanks again.
It's intended for a first person view. In addition the gun opens up so you can see a lot of faces that would be back faces other wise, so that up'd the count as well.
Wilex, thank you for posting that rendering tut, but I have one problem with it, when I add a skylight, the "Render" rollout for it is frozen, it does not allow me to change how many rays are cast, or the sample. How do I fix this?
gbencharski: Looks great man, I really like it, but like they said, 5k is a little too high. Get rid of that edge that flows through the triggerguard, that doubles the polys in there, it looks like it isn't needed.
The trigger guard might have a lot, but if he's intending it to be used for a FPS, with a reloading or melee animation really shows off the finger guard, there's no reason to excessively optimize it, FPS guns take up like 10% of the screen.
The edge loop on the trigger guard is being used, tough to see from a side view. I agree with ZacD on this one though, for a pistol on a FPS 5k is just fine.
A few weeks back I had the chance to talk with one of the Modelers from Digital Extremes, Minky was his codename, he told me that 5K is what they aim for with their first person weapons, and about 3K~ for 3rd person.
I do think however you could reduce your poly count without losing any major detail. Some areas seems a little unjustified, like the trigger guard for example. However, nice model thus far. Looking forward to the finished product
Thanks for the crit, I have taken some loops out of the trigger guard to match the amount of subdivisions in other parts of the model as it is excessive. I was working in film most recently and thus have a habit of making things quite smooth.
I think there are still a lot of areas you could optimize. Places with no silhouette breakage can seriously be reduced, like the concave areas. The long flat areas could do with a mid point loop to help with smoothing, as the vertex smoothing for large faces isn't as nice in real time in a lot of engines, and if you're this high, it will do more for the final model than the super dense concave parts.
poopinmymouth - I've reduced in some areas now, and am going to leave it as is just so I can move on. As aforementioned I have been out of the game industry for a while and am just figuring things out again. You make a good point and I will keep what you've said in mind for my next model. I appreciate the critique.
Replies
Can't wait to see updates!
n88tr - I just set up a quick test rig with 1 area light with fg and gi.
himadri_sm - Here's a screen grab of the wire for the high poly.
Should have an update tomorrow.
GB
pliang - I checked out that Uly guys Samaritan, looks ok - could use some work in a few areas but overall not bad.
Rhinokey - It is just a funny angle, that piece is situated in the same location in both renders.
Thanks for the replies fellas.
GB
Final Gather and Global Illumination
Some advanced lighting options kind of waste for renders like this honestly they're more for bouncing around colors carried by light and smoothing it out. Not really optimal for showing off your modeling because it can increase your render time a lot.
I had a link for a nice shader that was good for showing off modeling but i seem to have misplaced it, dang.
Nice work gbencharski i like it, are you going to do a low poly?
Wilex - Render times were just over a minute, so not a big deal and I prefer a rendering of this type to an AO. Really it just comes down to personal preference I guess. Thanks for the input though.
Ciao
GB
http://www.artemstudios.com/08Portfolio/Tutorial/MaterialRenderingTut.htm
Yeah i see what you mean now AO passes can take a while easier to get it all done in one render.
Yeah I've seen that shader before, thanks for the link. I could make the same material quite easily in maya. Ill try it out and see how it looks, thanks again.
GB
Here is the low poly, currently at 5k which is what I was aiming for. Might reduce in some areas still, like the bolts and cylindrical objects.
Thanks for viewing,
GB
It's intended for a first person view. In addition the gun opens up so you can see a lot of faces that would be back faces other wise, so that up'd the count as well.
Ciao,
GB
gbencharski: Looks great man, I really like it, but like they said, 5k is a little too high. Get rid of that edge that flows through the triggerguard, that doubles the polys in there, it looks like it isn't needed.
The edge loop on the trigger guard is being used, tough to see from a side view. I agree with ZacD on this one though, for a pistol on a FPS 5k is just fine.
Thanks for the input guys.
GB
I do think however you could reduce your poly count without losing any major detail. Some areas seems a little unjustified, like the trigger guard for example. However, nice model thus far. Looking forward to the finished product
Thanks for the crit, I have taken some loops out of the trigger guard to match the amount of subdivisions in other parts of the model as it is excessive. I was working in film most recently and thus have a habit of making things quite smooth.
Thanks again,
GB
Cheers,
GB