Hey guys, first post on polycount! Looking forward to getting some good critiques from as many people as possible. I'm studying to become an Environment and Prop Artist for games, and I'm trying to learn as much as I can from places like polycount. Please be honest with me, and tell me how you see it. Sugarcoating never got anyone a job.
Here's a sci-fi rifle I've been working on. I drew a lot of inspiration from the marine rifle from Starcraft. This high poly version weighs in at 14,020 tri's but this is definitely still a work in progress. All crits are welcome.
Replies
The beveling on the clip looks like its from a high poly, and pretty much all the tube things like Kjell said look blocky like a low poly.
To be honest, I still have to agree with the points presented. Its far too high poly for ingame use, without actually using the polygons as well as it could. With that polycount I shouldn't see any harsh edges in curves/tubes yet I see them all over.
For an ACTUAL high polygon model that will be used to for bake, its far too low poly, with no edgework/chamfering done at all on anything.
One thing i noticed you've add a bunch of detail, but some of it doesn't look like it belongs. In particular, the piece you have sticking out from the bottom of the gun, bellow the the barrel. The top rail/sight needs a little lovin too. It doesn't seem to fit the rest of the gun.
As well, keep in mind that right now all your details are extruding from the gun, don't be afraid to 'dig' some details into the gun.
Keep working
They include AO, just like the clay render method.
And I second everything that has been said in this thread. Great start though!
1. it gives a smoother surface and better curves
2. you can see how well the control edges are actually working and get rid of any rigid surfaces where there shouldn't be
polycount means nothing on the high poly, you want the best possible results for when you bake onto the low, if i need 1mil polygons to get the best hpoly i can, then it's going to get 1mil polys
The front grip feels too small for someone to effictively grab,
It just feels a tiny bit out of perspective.
The part that you are referring to on the front of the gun is not a grip, its a guard/melee piece. The grip for the gun is actually behind that part and is held like an assault rifle. The angle of this render is probably what is giving it that look.
+1 vote for using subdivision surface models for many parts of an object like this (using turbosmooth or some other subdivision surface technique).
And last, I think part of it is that so many my-first-gun-models and I-tried-3dsmax-today-at-school gun models have that square 90 degree grip, nothing you do to it will make it look right. It's going to drag down the rest of the model.
I can see you're sort of going for a Warhammer / classic Quake type 'big brick fusion assault gun' look, but right now, along with the grip, there are bits and pieces that are keeping the design from working as a whole.
The pistol grip is one, and it's probably the worst offender. The curved mags are another one - they don't mesh well with the rest of the design, which uses a lot of rings and cylinders and embedded rings and cylinders, but doesn't really have any terminated arcs. The mags are also oddly small compared to the rest of this huge, bulky weapon. Both of those make the mags look very out of place. Try experimenting with a big drum magazine or a dual drum, I bet one of those would fit with the cylinder aspects of the design and look very cool. Look at AK drum mags and Beta-C mags for good reference.
The last thing I would revisit is the rail along the top. It looks almost decorative and the angled pointy part at the muzzle end looks particularly out of sync with the rest of the design. I can't even really tell what that rail is supposed to be - carry handle? Melee guard? Iron sights of some kind? Its purpose needs to be much clearer and the shapes need to work better with the rest of the design.
My apologies if this comes across kind of harsh. You've got some very nice hard surface work there in lots of places, and the underlying idea has a lot of great potential, so keep pushin'!