Following one of dfacto's designs found in the WAYWO Thread I modeled this rifle...highpoly almost done...the muzzle still needs work and overall it misses some high frequency detail...and I think I made the whole rifle a little bit too slim...not visible on the images
Concept:
Model:
Wire:
Replies
he have some nice concepts
Two things bug me though. The first is that you excluded the triangular piece in front of the trigger. The lower part of the barrel extends back and then bends towards the midline, creating a wedge right in front of the trigger.
Also, I don't really think the bulging magazine works. Either thicken the body, or slim it down and make it a half-cylinder like in the concept. It kind of just hangs out there right now.
The thicker body does look good, leaves more room for the mag and a big muzzle...but I'll have to correct the distorted curves on the top and bottom...also the body being thicker than the handle looks a bit uncomfortable...
I'll definitely redo the lower part of the body to create that diagonal edge...leaving that eyecatcher out would be lame
loving these details!.. also a very cool slick design!.. great work!
Interested to see it textured with that red/blue camo
Finished the low and unwrapped it today...oh how I hate unwrapping...about 5.1k triangles...no picture...
I suck at texturing...NOT DONE YET
I'd recommend starting off with your base colours and values, baking out an AO map from your high poly to multiply over your diffuse, and then moving onto creating a simple, good looking metal base. here's a good example:
If you take a look at his diffuse, it's really simple and very effective. (I don't think he ever completely finished it, but you can get the idea.) Keep it simple and clean. Keep posting your progress and remember to tackle the hurdles one step at a time. Also, I've never done it yet, but a lot of people swear by racer's AK tutorial. Always good to watch someone else's workflow to pick up good tips.
http://racer445.com/pages/tutorials/ak-tutorial.php
I really have to do something about the muzzle...looks terrible...
Take a look at the one Uly posted. See how the spec map is brighter then the diffuse. Metal gets its shine from the reflecting light and not the actual diffuse.
I suck at this to so I understand the frustration but I've had a lot of help lately and the same things were told to me and it helps a lot.
that last one is rendered with MRay, the ones above (and earlier posts) are grabed from the Viewport using a Standard DirectX Material...Max Realtime Display would not do my textures justise, no matter how crappy they are
If I'd do it again, I'd split the UVs for the body instead of fitting it across the texture and then use a full 2k Map...I have clearly visible resolution problems with the smaller details...
...actually I am tempted to really do it and not just phantaazise about it...
(had to increase the light by a factor of 2 to get the effect right... )
Jokes aside...I updated the last images with dimmer lighting...