Home 3D Art Showcase & Critiques

AKS-74U

I_R_Hopo
polycounter lvl 14
Offline / Send Message
I_R_Hopo polycounter lvl 14
Hi! So, bit of a story here first. I HAD posted a thread on a MP5 submachine gun I was making, but being my first real model I was a bit unprepared for the undertaking. Got to the center of the gun and realized that I was gonna have a lot of trouble there, so I left that (Might go back to it now though.). I decided to do Racer445's AKS-74U tutorial to learn some modelling, and that's why I have made this gun. Now, I'm posting this because I decided not to follow the tutorial, so this gun is basically my own, aside from one loosely followed part of the tut. (stopped following the videos about 30 minutes in as the parts I needed help with weren't shown in the video :( ) But the point of this story is that I wanted to give big credit here to Racer445 for his tutorial and including the .obj file, as it helped me learn and figure out other way to go about modelling parts! Thanks Racer445! :) I've learned a lot and feel confident to make more things now.

And now, for the completed high-poly of my first gun:

shoppedrender.jpg
render3a.jpg
render4.jpg

Any crits would be greatly appreciated! Now I can move onto the low-poly and the textures... Haven't really done any texturing yet, fun times ahead :P

Replies

  • Christian Hjerpe
    Offline / Send Message
    Christian Hjerpe polycounter lvl 11
    Nice model! Im not a weapon expert but the grip looks a little bit small maybe.
  • Harry
    Offline / Send Message
    Harry polycounter lvl 13
    do you want accuracy crits?
  • I_R_Hopo
    Offline / Send Message
    I_R_Hopo polycounter lvl 14
    Yeah, any sort of crits. I notice that some proportions may be off, sorry about that. If you see anything wrong, please tell me :)
  • Harry
    Offline / Send Message
    Harry polycounter lvl 13
    Well the reciever takedown catch should be a lot wider, and the shape of the dustcover is kind of generically "wrong"
    However, i have a diagram of the profile of the dustcover, a friend made by tracing the outline of his actual AK.
    Note that the lowest point of this diagram represents a cutout at the front of the stock. Also note the semitransparent area on the right is the area where the cutaway for the ejection port/bolt handle goes.
    coversection.jpg
  • felipefrango
    Offline / Send Message
    felipefrango polycounter lvl 9
    Nice, I'm gonna follow this. I'm watching the same AK tutorial and it's helping me a lot. Your gun's looking ace, can't critic on anything since I know nothing about guns. :p
  • I_R_Hopo
    Offline / Send Message
    I_R_Hopo polycounter lvl 14
    Pzychaos: Yeah, I didn't really like my handle, but from pictures it does seem to be fairly small. I thought it looked odd too. I might mess around with the size to see what works.

    Harry: The dustcover was the first bit I did, when I really had no idea what I was doing. By the time I was confidently making pieces, I realized that I had screwed it up. I tried to build everything around it's sizing issue, but it is still noticable. I'm not sure if I will be able to fix that bit because of everything built around it (and I don't have the skill to reposition/fix everything without taking days :P ) I will try to change the proportions to make it correct though, and see how it goes. Now, I do have to ask what the "reciever takedown catch is"? (Sorry, I don't really know guns too well). Thank you very much for the input :)
  • Kitteh
    Offline / Send Message
    Kitteh polycounter lvl 18
    The receiver takedown catch is that big button on the back of the dust cover.
  • Harry
    Offline / Send Message
    Harry polycounter lvl 13
    though that isnt like an "official" name for it or anything, it's just what the button does. you push it into the hole in the dustcover and then the dustcover can come off, as you can probably tell
  • I_R_Hopo
    Offline / Send Message
    I_R_Hopo polycounter lvl 14
    Okay, bit of an update here. I just started again on it yesterday, as I've been quite busy and haven't been able to do any for a while :(

    But anyways, I fixed up the shape a bit. It's still a bit off. I was going to use the traced outline, Harry, but the picture wasn't showing up yesterday, so I'm gonna stick with what I fixed it to. I think it's close enough. Like I said, this is basically my first project, so I want to move onto the stuff I've never done before: Low poly, texturing, and sticking it into a game! Then I can really start learning :)

    So here's the fixed shape, plus added some tape to the stock:
    render5.jpg

    And now two low poly shots:
    wirerender1.jpg
    wirerender2.jpg

    Yeah, so if anyone can see something wrong with my low-poly, please point it out! I've not done this, so I'm not sure if I've gone about it in the correct way. Oh, and the triangle count came out to 6,777 so far. I can still lower this by a lot more though, as I haven't gone through and deleted hidden faces yet.

    Also, I have a question about putting a gun into a game engine. Do people generally put the magazine and bullets on the same texture file? Or do they usually put them as seperate objects and textures? (For example, in the Fallout3 data files, all weapons have seperate texture files for the gun, the magazine, and the bullets).

    Thanks for looking!
  • I_R_Hopo
    Offline / Send Message
    I_R_Hopo polycounter lvl 14
    Hey guys. I know I've been working on this for a really long time, but I've learned a lot and am nearly done. I figured out some basic texturing skills, and am nearly finished the texture, so I figured I'd post a couple WIP shots and get some critique to keep me motivated. The normal map on the scratches is really heavy in spots, and I will change this. I was just doing some tests and didn't take it off. I just need to now finish the stock, magazine, handle, and forward grip, and possibly fix up the barrel. These are screencaps with Xoliul's shader enabled.

    texturing1.jpg
    texturing2.jpg

    Thanks :)
  • BradMyers82
    Offline / Send Message
    BradMyers82 interpolator
    Hey man. I think you went overboard with the wear in areas. Also the metal seems too light and uniform. It could use some cloudyness to it and slight detail.
    I think you should really take your time with the texture pass here. You know of racers tutorial and you can obviously see that its a ways off from looking that good. So don't call this done till you get there! It will certainly take a lot of time, but with how much you learn, it will totally be worth it.
Sign In or Register to comment.