Hello there polycount!
Here is a Mossberg 590 I have created and I hoped you guys and gals could give me some feedback on it.
Specs:
originally painted at 4096 then scaled down to 2048
with a diffuse,spec, and normal map rendered in Marmoset.
the polygon count is sitting at 897
thanks a lot to racer445 for his great tutorials and 8monkey Labs for the excellent tool:thumbup:
Highpoly
Realtime
#1
Realtime
#2
Replies
and here are some wires
Not sure if it's worth to rebake at this point though, probably not really enticing.
I'm a bit perplexed about the texture size though, as I've seen most weapons models on here using 2048s. That seems excessive. I've never seen any weapon over a 1024 in a game. Unreal 3 uses 1024s, and Crysis I'm pretty sure only uses 512s. (I could be wrong about the latter) It just seems like no one seems to care about it here, but I've seen art directors straight up laugh at an asset with a 2048 (it was on this site).
EDIT: I was wrong, I had to check my Crysis pack files :P Crysis uses a 512 for the shotgun, a 1024 for the smg and a 2048x1024 for the SCAR. However, a 2048x1024 is still only half of what you used for a simply designed weapon. I think a 1024 will work fine for you.
My only suggestion give how nicely you've put together this model would be, if one were so inclinded, to build a heat shield for it (a little extra work) and call it the 590A1 (military model--very similar to commercial model but a lot of all-metal parts in place of plastic, for trigger guard etc). Heatshield, maybe even a side saddle shell holder, not a bad idea for a portfolio piece where you can show variations of the model.
Really I just love how cool the heat shield looks on the 590A1.
http://www.mossberg.com/images/Mossberg_Guns/930/NEW/50660.jpg
Sharp stuff mate, hope to see you stick around for a while yet.
Gera
ah yes, my ref pic had this weird sight on it, but the bead sight looks way better, i also forgot to add that grip too.
about the size, I lowered it down to 512 diffuse and 1024 spec and normal with good results but, I'm gonna redo some parts on the high poly including the grip tex and put in that heat shield(makes it look b.a.)
then I'm gonna fix up the lowpoly to fix the wasted polys and give more for the fps view.
here it is with the lowered tex sizes
Ill post a fps view when i get done with the new version(looks kinda bad now)
*edit
update
do you think i should model the holes in or just have that in the texture?
I think that given their depth and the fact that you can't see through the holes to the other side on any part of the model, leave it to the normal map.
Nice work, keep it up.
If you look closer at your reference, the heat shield holes sort of spiral on their way back to front - the ones in front are lower than the ones in back. Might be hard to model, though.
hmm, didn't notice that, though and i don't think its that big of an issue most people wouldnt notice it(and i wouldnt know how to:poly122:) maybe using a twist modifier?
all 1024 maps
different lighting...(couldn't decide between)
not sure what the right position and angle is...
Wires!