So, any information to go with this? is it the high? is it the low? Just throwing up a picture won't do any good as people won't be sure about what they're giving critique
So, any information to go with this? is it the high? is it the low? Just throwing up a picture won't do any good as people won't be sure about what they're giving critique
" is it the high? is it the low?" What? If by that you mean the stage I'm in, then it's the low.
I'm seeing a lot of unneeded edge loops on the handle. If that's supposed to be a low poly version, I'd recommend just blocking in the basic shape of the handle while trying to retain as much of the silhouette of the high poly as possible, then normal mapping the detail from the high poly onto the low poly.
The blade is looking much better but there are still a few edges that could be eliminated on the vaguely teardrop shape near the base of the blade. If a polygon on a low poly model is a quadrilateral, you don't need to split it up any further.
TL;DR version: Block in the handle shape and normal map it instead. You can still clean the model up a bit.
Also, these are the colors I chose for the knife, THIS IS NOT THE FINAL TEXTURE,just the palette! I'm not good at texturing, so if you do have suggestions on colors and textures then please share them with me!
Something you can do in terms of the texture is grab the color palate that they use Here. I like to look at the actual textures from the game files to get into their style. Its very painterly with big square brushes.
Ok guys, I'm really struggling with the textures. Here's a UVW map I unwrapped. But all my textures look like shit. Previously it was easy for me to model for Counter Strike Source because the textures were just tweaked photos of the gun, but with TF2, it's a LOT harder! Basically you need to paint them by hand, with the only reference- the original textures! My mouse is bad and I can't get the colors to look right!
Fragus how high is the polycount on this? that bottom left piece, which im guessing is the grip, is way to dense. try taking it down a notch to make it easier to paint it.
Fragus how high is the polycount on this? that bottom left piece, which im guessing is the grip, is way to dense. try taking it down a notch to make it easier to paint it.
It's the rings on the handle. One UVW for all of them, to free up space, that's why it looks so white!
Hmmm I still think you gotta find some better way to unwrap the handle. Everything else is good but that handle will be too dense to texture with any accuracy or detail.
You are showing some promising stuff man. But you are currently breaking a lot of modeling rules, more specifically poly distribution/efficiency and Ngons. Take a look at this stuff
Master: While I agree that he has technical things to learn, it seems Psyke was only commenting on the design, not the technical side.
Some friendly encouragement goes a long way, especially as this is certainly going in the right direction.
Having said that, Fragus, do look at the links provided and take any (constructive) criticism to heart, no matter how harsh it may sound. Right now your obstacle is that you don't seem to be experienced in the technical side of game-modeling, such as creative ways of keeping the polycount low while sacrificing as little as possible of the silhouette. Learning to spot which details can be taken out with minimal change in how things look is a key skill, and it's something that comes with time.
Your unwrapping also has a ways to go, so take a few minutes to browse through threads (the Polycount Showcase forum might be a great start!) to get an idea for what makes an effective uv layout.
Then, check out textools , made by our very own Renderhjs. (this is assuming you're using max, ofcourse! Somehow, your viewport grabs suggest to me that you are)
It's invaluable for any unwrapping task in Max, and the website has a lot of documentation that shoes get you up to speed. The key here is using the space as effectively as possible, so all of that open space in your layout is wasted space!
My apologies if i sounded cold, totally not intentional. Im hoping to take some time to give some of the new guys some feedback. Keep posting Fragus, passion can take you a long way here and you seem to take feedback very well. boom!
Well, I don't know about the spot you're pointing at, but perhaps you could incorporate a Fleur De Lis design along the sides of the gun? This would be more of a texturing idea than a modeling idea, of course.
Suddenly, my pun-sense started tingling... since it's double-barreled, you could then call it the "Fleur Deux Lis"! (for those of you who don't know French, Deux means 'two')
Well, I don't know about the spot you're pointing at, but perhaps you could incorporate a Fleur De Lis design along the sides of the gun? This would be more of a texturing idea than a modeling idea, of course.
Suddenly, my pun-sense started tingling... since it's double-barreled, you could then call it the "Fleur Deux Lis"! (for those of you who don't know French, Deux means 'two')
Excellent! Yeah, I was planning to design it with the flower-ambassador texture. But I think it looks too simple, I want something down that barrels! :poly124:
If you want to go with a pun, Lis would be the obvious word to switch out. Change "Flower of Lilly" to Flower of something else. Fleur de Deux sounds kinda of like a derisive response to something fancy, like "Well, La-de-dah". Seems kinda fitting for the Spy.
I'm quite liking the proportions of your pistol there, Fragus.
Is the long barrel in character though for the spy? I'd think that in order to be more discreet he's gonna pick a smaller gun so he can hide it easier.
And geometry like rivets/screws I'd keep off the low poly since you can just bake them into the normals (unless that's floating geo you've got going there)
Is the long barrel in character though for the spy? I'd think that in order to be more discreet he's gonna pick a smaller gun so he can hide it easier.
And geometry like rivets/screws I'd keep off the low poly since you can just bake them into the normals (unless that's floating geo you've got going there)
To be fair, I didn't know what "floating geo" was, but after your post, I googled it and now I don't think I need those details!
Personally, I like it with the longer barrel. It just feel more... more spy-like to me. Like, you know, he'd have this huge gun concealed where no one can see and all of a sudden you can and you're going, "HOLT SH*T!" Meh. But that's just me.
Replies
" is it the high? is it the low?" What? If by that you mean the stage I'm in, then it's the low.
I'm seeing a lot of unneeded edge loops on the handle. If that's supposed to be a low poly version, I'd recommend just blocking in the basic shape of the handle while trying to retain as much of the silhouette of the high poly as possible, then normal mapping the detail from the high poly onto the low poly.
The blade is looking much better but there are still a few edges that could be eliminated on the vaguely teardrop shape near the base of the blade. If a polygon on a low poly model is a quadrilateral, you don't need to split it up any further.
TL;DR version: Block in the handle shape and normal map it instead. You can still clean the model up a bit.
By the way, how many tris is this?
It's the rings on the handle. One UVW for all of them, to free up space, that's why it looks so white!
Also, like asked before, how many tris is the object? You're supposed to keep it around 8k.
As I previously mentioned, 7,300
3DS MAX Unwrap UVW modifier
not that that's bad
infact it's awesome
I really wanted a "Double Shot" for spy for a long time! It has two barrels, and a big cylinder, for two shots at once!
No... its not.
You are showing some promising stuff man. But you are currently breaking a lot of modeling rules, more specifically poly distribution/efficiency and Ngons. Take a look at this stuff
http://www.ericchadwick.com/examples/provost/byf1.html
http://www.ericchadwick.com/examples/provost/byf2.html
and don't forget to stop by the PnP area to see more good stuff
Some friendly encouragement goes a long way, especially as this is certainly going in the right direction.
Having said that, Fragus, do look at the links provided and take any (constructive) criticism to heart, no matter how harsh it may sound. Right now your obstacle is that you don't seem to be experienced in the technical side of game-modeling, such as creative ways of keeping the polycount low while sacrificing as little as possible of the silhouette. Learning to spot which details can be taken out with minimal change in how things look is a key skill, and it's something that comes with time.
Your unwrapping also has a ways to go, so take a few minutes to browse through threads (the Polycount Showcase forum might be a great start!) to get an idea for what makes an effective uv layout.
Then, check out textools , made by our very own Renderhjs. (this is assuming you're using max, ofcourse! Somehow, your viewport grabs suggest to me that you are)
It's invaluable for any unwrapping task in Max, and the website has a lot of documentation that shoes get you up to speed. The key here is using the space as effectively as possible, so all of that open space in your layout is wasted space!
Well, I don't know about the spot you're pointing at, but perhaps you could incorporate a Fleur De Lis design along the sides of the gun? This would be more of a texturing idea than a modeling idea, of course.
Suddenly, my pun-sense started tingling... since it's double-barreled, you could then call it the "Fleur Deux Lis"! (for those of you who don't know French, Deux means 'two')
I'm quite liking the proportions of your pistol there, Fragus.
Is the long barrel in character though for the spy? I'd think that in order to be more discreet he's gonna pick a smaller gun so he can hide it easier.
And geometry like rivets/screws I'd keep off the low poly since you can just bake them into the normals (unless that's floating geo you've got going there)
http://www.facepunch.com/showpost.php?p=22114394&postcount=1140