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Ingram mac 11

NBLM
polycounter lvl 13
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NBLM polycounter lvl 13
Hi i am working on my first "real" gun, i have done a sci fi gun before, so this is my second. Actually
i wanted to model a HK 416, but after watching some references i gave up.

I chose the ingram then, because it has a much easier geometry and no crazy
curves everywhere.

This is what i have so far:

ingrammac1100.jpg



ingrammac1101.jpg

There is much to do. I also try to be as accurate as possible.

I will post my progress here.

thank you all.
chris.

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  • Spitfire
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    Looks like a solid start, keep going!
  • NBLM
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    NBLM polycounter lvl 13
    @spitfire thanks.

    Quick update:
    ingramn2.jpg
    Added some details and this rear metal part.

    Now i am working on the magazin.

    I also need to find out some better
    render configs, this image took me 30 min. to render. crazy :poly142:

    bye,
    chris
  • kodde
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    kodde polycounter lvl 19
    You prefer orthographic renders? Gotta say that perspective is a less stress for my eyes and mind. I think most people will agree on this.

    Modeling work looks solid to me.
  • Andreas
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    Andreas polycounter lvl 11
    Ortho is fine. You can see all the details. Might do this myself in future.

    Nice progress.
  • MainManiac
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    MainManiac polycounter lvl 11
    kodde wrote: »
    You prefer orthographic renders? Gotta say that perspective is a less stress for my eyes and mind. I think most people will agree on this.

    Modeling work looks solid to me.
    Yea, the fact that its hard for my eyes to make sense of the image its distracting me from the detail
  • Will Faucher
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    Will Faucher polycounter lvl 12
    I agree with what has been said above. Also, could you post a simple Front, side, and 3/4 view instead of these weird angles?
  • bluekangaroo
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    bluekangaroo polycounter lvl 13
    I think in general your edges are too tight and so you wont pick up as much detail with your normal map
  • SouthpawSid
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    SouthpawSid polycounter lvl 7
    I'll also chime in to say ortho views HURT. and yeah, again, for sure loosen up some of those edges. Still looks like a solid model. Your'e right though, this is a good first "real" gun starter. I may have to practice on something similar that not to crazy as far as learning to better my edge loops and edge control. Looking forward to more!
  • NBLM
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    NBLM polycounter lvl 13
    @Thanks guys

    Normally, i'am not using ortho that much, but the gun is so big and the details
    are tiny.So I zoomed in as much as i can to capture these details and then i rotate my view that the whole gun fit in the frame. This is why the pictures are taken from these "weird" angles. Didn't noticed that it could distract someone, but pardon me! I am now watching this gun for hours from any possible angle.


    Ok, the gun is pretty much done. I am now working on the ejection port.

    I will soften all edges when i am done with the shape, but how sharp
    is too sharp for the normal map ? I mean how i know when to stop.




    Some renders:
    ingrama8.jpg
    ingramside.th.jpgingramh.th.jpgingrama5.th.jpg
  • samgriffiths
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    Remember the only way to learn is to get out of your comfort zone, sure those mean curves may be intimidating but you've got to tackle them sometime. What better time then now?
  • bluekangaroo
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    bluekangaroo polycounter lvl 13
    how sharp is too sharp? I'd say what you have now in many edges are too sharp. To be fair I don't think your renders are helping either. You can see for yourself when you bake or if you want try out a little test with a cube. Make one cube with really tight edges and one with softer one>unwrap>bake>then apply normal map and see which one looks better.

    but again just looking at it, what I'm finding to be too sharp are those circle bits and the whole receiver, the magazine, and those indents in the silencer to name a few areas.

    To give you an idea of good placement of control edges you can take a look at the wires for my luger:

    http://dl.dropbox.com/u/5559441/Luger_wires.jpg

    I know it will probably be a gigantic pain in the ass to fix it now, but its something to be aware of more in the future
  • kodde
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    kodde polycounter lvl 19
    That badboy needs some shading loving. So much cylindrical metal to capture fancy schmancy reflections and stuff. ^^
  • NBLM
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    NBLM polycounter lvl 13
    @samgriffiths
    you're right, but to overdo it could probably end in big frustration.
    But sure, i will radical increase the difficulty level for my next project.

    @kodde Yeah, i will make some cool renders of the highpoly with strong metallic
    reflections for presentation at the end, when i am done with the whole model.

    @EricV
    I've made the little experiment with the cubes, and i must say that really helped
    me. Was a great tip! Your viewportgrab too, good to see how others do it. Thanks.

    The highpoly is finished thus far.
    Here are some early wip shots of the lowpoly:

    lowpolywire2.jpg

    lowpolywire1.jpg

    lowpolywire6.jpg


    I think i am a little bit on the high side with ~8000 faces. :|


    Edit: Ok Earthquake.
  • EarthQuake
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    Feel free to post your images directly in the thread. Polycount automatically resizes(and lets users expand) large images, so there is no need to use thumbnails or link to external images.

    Edit: 3000x*** is a bit large however. =D I think in the 1500-2000 range is going to be plenty to get the point across. We dont really have rules on image size, just try to keep it out of the excessive range.
  • NBLM
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    NBLM polycounter lvl 13
    This is why i linked it .-) but yes, maybe 3k is to much.
    --

    I think the lowpoly is ready for unwrapping. I could bring it down
    to 7k tris. I hope i can get a clean bake on my first try, normalmap baking is
    always a stress test for me :poly122:.

    ingramwirenew.jpg
  • Kitteh
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    Kitteh polycounter lvl 18
    I honestly don't know how your polygon count is so high. To me, that looks like 4000 triangles tops.
  • NBLM
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    NBLM polycounter lvl 13
    Update:
    I unwrapped it and did a test bake, this is what came out.
    11347041.jpg
    My UV's are horrible.
    87316149.jpg
  • Racer445
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    Racer445 polycounter lvl 12
    Keep in mind that tricount is not the same as polygon count. Right click on the viewport label, press configuration, then go to the statistics tab and tell it to show triangles. Then you will get the real triangle count of the model.

    There's so, so much here that could be optimized, especially on the grip.
  • NBLM
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    NBLM polycounter lvl 13
    Thank you, didn't know that. I now have revised the grip, the trigger and the receiver, i also thicken some parts to better match the concept and added some details i missed.

    I am now at 5k real tris.

    Here is a comparison:
    red is the old model, green is the new one.
    ingramtopologie.jpg
  • NBLM
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    NBLM polycounter lvl 13
    I have started with my base texture.
    ingrambasetexture.jpg
    The rubberized grip isn't done yet.
  • NBLM
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    NBLM polycounter lvl 13
    I think i am done.
    compositionscreen1.jpg

    compositionscreen3.jpg

    The textures are not top-notch, but i am pleased with it. This Model took me ages to complete,
    so i am really happy that i can move forward now and make something new. :)
  • Lonewolf
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    Lonewolf polycounter lvl 18
    try to get more colors there it looks too monotone

    maybe some oil stains and stuff like that
  • NBLM
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    NBLM polycounter lvl 13
    I will give it a try.

    Thanks mate!
  • NBLM
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    NBLM polycounter lvl 13
    @Lonewolf I don't know if this looks better now. I tryed to put in some light rust+oil, but it looks bad i think
    rustoil.jpg
  • Lonewolf
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    Lonewolf polycounter lvl 18
    its looks better i think

    try mixing real metal texture in your texture to get more details

    maybe even go darker and higher spec
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