Home 3D Art Showcase & Critiques

[WIP] Colt 1911 A1 Redux

Spur
polycounter lvl 6
Offline / Send Message
Spur polycounter lvl 6
Hi guys! After seeing Marks 1911 post, I thought I'd post mine for some crit. Definitely no where near the same level as his, I really wanted to focus on map baking and texture painting as they are both really bad weak areas for me. It was also my first attempt at using, XNormal for normal and AO. It has a some goofs I need to go back and correct, one of the biggest being the diamond pattern on the grips are too large. I'd also like to go back and optimize the mesh more (currently Maya's best attempt at triangulation). I gave myself a budget of 1k, it currently comes in at 952. I was thinking of possibly trying to use the remainder for the clip.

Any ideas or suggestions?

WF2.jpg

WF1.jpg

Replies

  • Jet_Pilot
    Offline / Send Message
    Jet_Pilot polycounter lvl 10
    The size of the diamonds on the handle seem a bit large IMO.
  • Spur
    Offline / Send Message
    Spur polycounter lvl 6
    Jet_Pilot wrote: »
    The size of the diamonds on the handle seem a bit large IMO.

    Just finished fixing that :) Hopefully this looks a little better.

    WF3.jpg
  • Ghostscape
    Offline / Send Message
    Ghostscape polycounter lvl 13
    Show some images of it without the wire.

    You've got some shaky unwrapping/distortion on the grip on the slide, and the loops you're using to cut in the ejection port don't need to extend across the entire slide, same with the loops used to add the curvature to the front of the slide. Same deal with the trigger.

    Looking at the front of the frame and the slide, it looks like you've welded the frame to the slide. How are you going to animate the slide kicking back for each shot? This might not be important on a non-cutscene, non-FPS gun, but I'd still consider it.
  • Spur
    Offline / Send Message
    Spur polycounter lvl 6
    Ghostscape wrote: »
    Show some images of it without the wire.

    You've got some shaky unwrapping/distortion on the grip on the slide, and the loops you're using to cut in the ejection port don't need to extend across the entire slide, same with the loops used to add the curvature to the front of the slide. Same deal with the trigger.

    Looking at the front of the frame and the slide, it looks like you've welded the frame to the slide. How are you going to animate the slide kicking back for each shot? This might not be important on a non-cutscene, non-FPS gun, but I'd still consider it.

    -Gotcha. I'll post some more shots as soon as I get a chance. You're right about the unwrap distortion with the grip on the slide. It has a super slight curve to it at the bottom. It was a lot worse when I originally baked the normal map, I wound up correcting most of the distortion in photoshop but there's still a bit caused by the UVs.

    -I think I understand what you are saying about the loops for the ejection port. I'll see about correcting and re-post.

    -The slide and frame are actually separate. Just appear welded I guess.
  • Spur
    Offline / Send Message
    Spur polycounter lvl 6
    Here's the next round. Worked on optimizing the mesh some more and corrected some of the UV distortion. So far I've managed to drop it from 952 to 896.

    WF4-1.jpg
    SC6.jpg
    SC7.jpg
  • uneditablepoly
    I'm sure it was just moved away rrom the body for baking and forgot but the trigger in your shots is not connected.
  • roosterMAP
    Offline / Send Message
    roosterMAP polycounter lvl 14
    good job! cant wait to see it textured!
  • Spur
    Offline / Send Message
    Spur polycounter lvl 6
    Here's a little texture work I've gotten done. Mostly on the slide and grip so far.

    SC9.jpg
  • Jet_Pilot
    Offline / Send Message
    Jet_Pilot polycounter lvl 10
  • Spur
    Offline / Send Message
    Spur polycounter lvl 6
    A little bit more done this evening. I'm not liking the scratches on the back side of the grip. I may rework that and go for more of a worn look as apposed to scratches. Also need to add a missing pin to the maps.

    SC12.jpg
    SC11.jpg
  • Spur
    Offline / Send Message
    Spur polycounter lvl 6
    A little more work done. Tried adding a more wear to the finish as well as adding the spec map.

    Beauty1copy.jpg
    BeautyRearcopy.jpg
Sign In or Register to comment.