The year's done, finals are over, no more excuses. This is an art day. This sketch needs to be a finished, or at least passable high poly by the end of the day.
Posting here for extra motivation not to puss out.
Watch those indents where the screw sit, currently they make this really thin shape connecting to the base of the body, thicken that up so theres actually something for the screw to hold on to there.
You've done it in a few spots, but try not to just intersect directly into another mesh, have either:
1. A clear soft edge along the back of the piece that is resting against the other piece
2. A cut-out section in the base shape which the smaller shape is intersecting, to give it an area to "rest" inside
3. A soft intersection to look like one solid part(you can do this as floating geometry even).
I mean you dont need to always do this, but it goes a long way toward making something look like its built in sensible piices.
Soften out that faceted curve at the top rear, it looks like he's trying to be curved but someone forgot to remove some edgeloops there. Its an indecisive shape.
It would be nice to see some "hammer" type detail like the sketch has, currently its sort of lacking any high detail stuff in that back area, only basic shapes. Would be cool to have a hammer-ish shape with all sorts of small groves.
How is it powered? if its compressed air, make a nozzle that will fit into an air compressor hose, if its electri, make a cord, if its some weird unexplainable way, it should be fine the way it is :P
I like it a lot.
Nice reminder that you don't always need a long barrel to make a gun.
There are weapons in one of my favorite sci-fi book series called needlers, that are never really described, but are used in space and internal ship conflict, where compactness would be a huge asset.
This feels like a really good fit for that sort of role
I dunno why, but the design of this thing doesn't read as offensive weaponry to me, but more..medical device? Scientific tool? Stapler/paint-gun?
It just doesn't look intimidating at all. The modeling is clearly very nicely done though.
Scooby: Well, a phaser doesn't look intimidating either, but it's still deadly.
I'm having some trouble with the normal mapping that I can't solve. The map is almost perfect except for areas where I get pinching from thin triangles.
And some where I get it for no apparent reason.
I use modo to export my obj using Chai's export script, and marmoset to render. I tried fixing the geo so that there were no thin triangles, in the affected areas, but it still ended up giving me an uneven normal map. Anyone have any tips or tricks to fix this up?
Replies
Saso - yup, more or less a staple gun design.
Damn I forgot how long modelling takes when you suck at it.
You've done it in a few spots, but try not to just intersect directly into another mesh, have either:
1. A clear soft edge along the back of the piece that is resting against the other piece
2. A cut-out section in the base shape which the smaller shape is intersecting, to give it an area to "rest" inside
3. A soft intersection to look like one solid part(you can do this as floating geometry even).
I mean you dont need to always do this, but it goes a long way toward making something look like its built in sensible piices.
Soften out that faceted curve at the top rear, it looks like he's trying to be curved but someone forgot to remove some edgeloops there. Its an indecisive shape.
It would be nice to see some "hammer" type detail like the sketch has, currently its sort of lacking any high detail stuff in that back area, only basic shapes. Would be cool to have a hammer-ish shape with all sorts of small groves.
Decided it'd be a mini railgun, so no hammer, but a cocking handle instead.
Need to fix a few of the floating geo parts, and make the mag.
This should be it for highpoly. Can't really think of anything to add or change without redesigning the damn thing.
Nice render.
Are we goiing to see a low poly + textures?
Actully now i look at it im not so sure that a hand could comfortablly fit onto the gun. The handle isnt thick enough for the scale of the thing.
Nice reminder that you don't always need a long barrel to make a gun.
There are weapons in one of my favorite sci-fi book series called needlers, that are never really described, but are used in space and internal ship conflict, where compactness would be a huge asset.
This feels like a really good fit for that sort of role
It just doesn't look intimidating at all. The modeling is clearly very nicely done though.
Scooby: Well, a phaser doesn't look intimidating either, but it's still deadly.
I'm having some trouble with the normal mapping that I can't solve. The map is almost perfect except for areas where I get pinching from thin triangles.
And some where I get it for no apparent reason.
I use modo to export my obj using Chai's export script, and marmoset to render. I tried fixing the geo so that there were no thin triangles, in the affected areas, but it still ended up giving me an uneven normal map. Anyone have any tips or tricks to fix this up?
Also just for kicks a quick sci-fi gun concept.