Hello all, this is my first post on Polycount. I'm not much of an artist (yet)--I'm a programmer first, and the game I'm making needs art, so here I am to learn.
I've modeled a revolver for my game, using a bunch of images of Colt Pythons as references, though I changed a few things (used a more conventional cylinder release, didn't vent the top rib, reversed the direction of the cylinder, etc.). I'm pretty happy with the result, but I'm sure there's lots of stuff that could have been done better. What could be improved upon with this model, or what should I do differently on my next model?
In case it wasn't clear, I'm not looking for accuracy against a real Colt Python, but if there's anything generally wrong with the gun, let me know; I'd like to believe this
could have been a real weapon, so it shouldn't have any stupid mistakes. I believe the cylinder stops are pointing the correct way for it to turn counter-clockwise (which is opposite the direction a Python turns, as far as I know), but I could use a verification on that.
Things I'm already aware of:
- I wasted a ton of UV space. I know this, and I knew it while I was doing it, but I'm not really sure how I should unwrap to fix this. (I'm using Blender, FWIW.)
- Likewise, I didn't allocate my UV space very well; the rounds in the rear of the cylinder are the most visible high frequency element, and they should've got more space.
Enough gab, on to the images:
High poly:
High poly w/o Subsurf modifier:
Low poly:
Flats:
(There's a spec map, too, but it's basically just the diffuse map again.)
In-game (custom engine):
Thanks guys!
Replies
here is ton of useful information:
http://wiki.polycount.net/Normal_Map
Sorry, my scribbles looks like crap, didn't have my wacom plugged in..
Other than that im guessing you built the lowpoly to the specification of your enigine, but a little more polygonal detail definitely wouldn't go amiss to help the normalmap out. A few loops to define the indents in the cylinder for example would really improve things.
I'm not sure yet whether I'll go back and revise this piece or move on and apply these lessons to the next piece; if I update this one, I'll post it here for further crits.
On the low poly, you mean? I was worried that hard edges could introduce discontinuities in the normal map. How would I avoid that? (Also, doesn't baking the normal map from the high poly make it render with hard-ish edges anyway, even through the vert normals are smoothed? Like in my in-game image, though it's sort of hard to tell at that angle, the edges look harder than the low-poly Blender images.)
If you decide to move on to another project, then good luck! (: