Andyk125: Thanks, you are right it's a concept art from Rage, good to know that you can recognize it, means I have got some parts right, as you probably can tell some parts a quite different from the concept
Hy again everyone, have been busy with things and thangs, so not been able to do much on the scene and don't know when I will get back to it, cause I wont have a computer for a little while.
Still I have done a sniper for law of war, it's going to be textured by someone else.
Well I lost all my files that I had backed up on my external hard-drive, great success!!
Going to try a few things when I get home again,
anyway here is the final texture for the rifle, the texture is not made by me
First, can you post some of your reference? You can never have enough!
Moving on, no-holds-barred crit time:
It has potential, but it's just very boxy and undefined.
It's the extruded-box syndrome that we all fall into when we model sub-d.
The only part that looks like it is designed to be used by a human is in the back half, particularly the little latch/handle used for retracting the butt-stock.
For starters, I would try pulling and extruding out some loose, organic shapes that connect the various parts in the front half together with eachother. Work on trying to integrate the ergonomic, flowing parts of the mesh with the machined, functional parts, probably starting with the handle:
Right now, your handle is a very uncomfortable looking box, fused to the bottom of another box. Its one of the first things people will look at to identify your object, when they are trying to find something familiar. Try angling it and adding smooth ridges so its more comfortable to hold with a human hand/wrist and integrating it so it flows into the barrels.
And also with the fore-end -- that's the part you hold with your second hand and pump between shots -- I like the part you have right now, except the top part:
I think it could use some more detail. I like the little cylinder cap pieces you got right now, but they would integrate better into the mesh if their surroundings were less boxy, and instead used more flowing curves. Maybe you could make it curve more around the barrel so that you have a better grip on the fore-end.
After all these familar, ergonomic parts that are designed to interface with your hands, people will look for functional parts to identify you object.
So, you need to indicate some kind of rails or sliding mechanism for things like your fore-end handle to move along when you try and pump the shotgun. Right now it looks like its just static and fused on the barrel. Also, it might be interesting to add some kind of shroud around the barrel to indicate that there is a barrel underneath which is firing bullets and is getting hot. You could try and add little knobs and indicators.
I am not sure of the point of the big cancel-sign looking thing you got here:
but you could work that out along with your other functional, mechanical bits.
This concept is interesting and has several of these elements:
In addition, you should try and separate the pieces more so they have natural seams. That way it looks like the shotgun is assembled from various manufactured pieces. Right now it looks more like a blockout with some boring shapes. Add breaks and slots and screw holes that show that the gun is held together somehow.
The gun below looks very modular and looks like you could easily break it apart into its individual pieces. It also has picatinny rails so that you can attache sights and scopes. It also has little loops where you could attach carabiners and straps so you can throw the gun over your shoulder.
Those are the elements I like in that gun, but it's not perfect. It is a little boring and uniform. It's filled with some boring tiling patterns and empty spaces. All the detail is high-frequency small stuff, with the exceptiong of the big bolts on the front end near the tip of the barrel and the extrusions around the ejection port.
On the other hand, This shotgun from Halo 4 has a lot of big, medium & small details in high/med/low frequencies:
So, to sum up;
Try and avoid boxy patterns.
--Modeling by extruding strips might help over than box modeling or penetrating primitive blockout shapes. You could try and do it over the top of what you have now to try and integrate all your shapes together.
Make sure that your gun looks like it is assembled and manufactures from separate pieces that can be taken apart and re-assembled.
Consider how the gun will move and animate and add features that will indicate the capability for motion like rails, hinges, hammers and ejection ports.
Focus on the grips and making them ergonomic.
Consider what materials will be necesary and where you will integrate them.
-- Things like rubber for the grips and butt stock. Smooth, machined metal for the fore-end and stock's rail. Plastic for the stock, the sight, and other details. And Hard metals for the barrels and shooting mechanisims.
I will get right to it when I get home from work today, also I agree with pretty much everything you said and you have some really good points I have not thought about before.
I do not have a concept or reference for this in particular I am mostly mix matching, getting a bit design practice
More or less started over on this, it is mostly made from the halo 4 concept posted by Computron.
Not quite sure where I am taking this from here or how it looks to someone not staring at it for to long
I have removed the pump action tube after this screenshot and I have also got some ideas, from a friend of mine that knows more about guns than I do.
BradMyers82: Thanks, I will keep up the work and hopefully make this into a huge thread
Also the BioRifle on your portfolio looks sweet, would like to see a final version of that
Sam Hatami: Maybe, maybe
Update on the textures and lighting, I will wrap it up tomorrow unless I get some critics from you guys
You could try and break up the spec on the green sections flat parts, what you seem to have now basically a flat spec, add some speckle/spackle/contrast on the spec itself so that it matches up with the mild bumpages and usage around it.
Having some time away from my substrata entry, I have started on this awesome concept by Paul Richard.
I did try and make it 3 years ago could not do it then :P
Concept:
Start of the highpoly model.
aw man i was gonna comment on the gun. Well i'll be annoying and do so anyway even though you are finished. Your polygon distrubution is a bit off. You normally dont see the stock of a gun like that ingame in FPS view, and you have a TON of polys there, meanwhile the area that is closest to the camera have almost no polygons. Also the design isnt helping because the part that will be closest to the camera and fill up much of the screenspace is just a big flat piece basically, I would have fleshed out that a bit more with more polygons, aswell as pushing the details there like the rivets etc with actual polygons, while pulling down the polycount count of the stock and the lower front part of the gun. Its amazing how little you actually see of those parts in most games ^^ anyway, good progression!
Computron: Thanks, will do a wire render for you in not too long
Snefer: Thanks, for taking the time to critic even if I am done with that one, I have a feeling I won't be far from doing another weapon
It's definitely one area I have problem with, that and keeping my texel density consistent.
I will take all that critic into the making of this vehicle and my next weapon
Might be hard to notice what has happened since last time, but I have done the interior and such, also a few other parts that is not seen to easily.
Anyway almost calling the highpoly done, will add some parts in nDo2, because I own a license and barely use it
Lowpoly next
Did this to test out nDo2 and dDo since I own a license for them but barely use them
I got into art of blender: volume 1, take a look at the pre-order if you want
Another small project, going to try and "copy" the style of different games first out is fallout 3/new vegas.
It uses a 1k texture and a wooping 537 triangles, so I am thinking I will try and keep the other styles under 1k too.
Not started on the texturing yet.
Will get back on the vehicle when next month starts.
Hi again guy's, have been busy with a few things
Got back to the lowpoly of the vehicle a few days ago, would be nice to get some opinions on a few things.
Planning to do one more weapon for the vehicle, for them to be switchable in the "game" but I am not sure if I should keep the weapons on it's own texture sheet or not?
So far I am thinking the vehicle on a 2k map, the wheels on a 1k map and the glass on a 512 map, so it might be a bit to much to have the weapons on a 1k map also, what do you think?
Wanting to keep the lowpoly under 30k tri's so far it's on 18k, if there are any places that stick out please tell me.
Blockout of the second weapon.
Something I have been working on with a friend, he is a coder so we are maybe making a small game.
Almost done with the lowpoly, it's at 28k now, my goal was 30k or below so it leaves me room to do the second gun.
Also going to add another loop at the tires in the back.
the only thing that sticks out for me is that little bolt at the front bumper, that as a rather high tri density is seems. Other than that, it looks great. Looking forward to the bake!
a queation, is it common for key vehicles to have up to 30k tris?
I ask because i'm working on a rather complexe vehicle myself and i'm not sure how much would be ok, and how much is over the top.
the only thing that sticks out for me is that little bolt at the front bumper, that as a rather high tri density is seems. Other than that, it looks great. Looking forward to the bake!
a queation, is it common for key vehicles to have up to 30k tris?
I ask because i'm working on a rather complexe vehicle myself and i'm not sure how much would be ok, and how much is over the top.
I think that some car games have between 500k and 100k, but i guess that car games got less detail in the environments.
Replies
Still I have done a sniper for law of war, it's going to be textured by someone else.
Well I lost all my files that I had backed up on my external hard-drive, great success!!
Going to try a few things when I get home again,
anyway here is the final texture for the rifle, the texture is not made by me
Just a little pistol I did in 2 days for a little thing me and a friend is working on, not my best work but I think it will do the job
It's at 3.026 tri's and uses a 1 k texture.
Ha, I live in Utah Valley.
It's really cold here, and we got about a foot of snow the other day.
Very nice atmosphere you captured, though.
Hopefully I can recover that scene from my crashed hdd during Christmas.
Figured I could post the images I did for the dDo contest, I got the second place
Moving on, no-holds-barred crit time:
It has potential, but it's just very boxy and undefined.
It's the extruded-box syndrome that we all fall into when we model sub-d.
The only part that looks like it is designed to be used by a human is in the back half, particularly the little latch/handle used for retracting the butt-stock.
For starters, I would try pulling and extruding out some loose, organic shapes that connect the various parts in the front half together with eachother. Work on trying to integrate the ergonomic, flowing parts of the mesh with the machined, functional parts, probably starting with the handle:
Right now, your handle is a very uncomfortable looking box, fused to the bottom of another box. Its one of the first things people will look at to identify your object, when they are trying to find something familiar. Try angling it and adding smooth ridges so its more comfortable to hold with a human hand/wrist and integrating it so it flows into the barrels.
And also with the fore-end -- that's the part you hold with your second hand and pump between shots -- I like the part you have right now, except the top part:
I think it could use some more detail. I like the little cylinder cap pieces you got right now, but they would integrate better into the mesh if their surroundings were less boxy, and instead used more flowing curves. Maybe you could make it curve more around the barrel so that you have a better grip on the fore-end.
After all these familar, ergonomic parts that are designed to interface with your hands, people will look for functional parts to identify you object.
So, you need to indicate some kind of rails or sliding mechanism for things like your fore-end handle to move along when you try and pump the shotgun. Right now it looks like its just static and fused on the barrel. Also, it might be interesting to add some kind of shroud around the barrel to indicate that there is a barrel underneath which is firing bullets and is getting hot. You could try and add little knobs and indicators.
I am not sure of the point of the big cancel-sign looking thing you got here:
but you could work that out along with your other functional, mechanical bits.
This concept is interesting and has several of these elements:
In addition, you should try and separate the pieces more so they have natural seams. That way it looks like the shotgun is assembled from various manufactured pieces. Right now it looks more like a blockout with some boring shapes. Add breaks and slots and screw holes that show that the gun is held together somehow.
The gun below looks very modular and looks like you could easily break it apart into its individual pieces. It also has picatinny rails so that you can attache sights and scopes. It also has little loops where you could attach carabiners and straps so you can throw the gun over your shoulder.
Those are the elements I like in that gun, but it's not perfect. It is a little boring and uniform. It's filled with some boring tiling patterns and empty spaces. All the detail is high-frequency small stuff, with the exceptiong of the big bolts on the front end near the tip of the barrel and the extrusions around the ejection port.
On the other hand, This shotgun from Halo 4 has a lot of big, medium & small details in high/med/low frequencies:
So, to sum up;
Try and avoid boxy patterns.
--Modeling by extruding strips might help over than box modeling or penetrating primitive blockout shapes. You could try and do it over the top of what you have now to try and integrate all your shapes together.
Make sure that your gun looks like it is assembled and manufactures from separate pieces that can be taken apart and re-assembled.
Consider how the gun will move and animate and add features that will indicate the capability for motion like rails, hinges, hammers and ejection ports.
Focus on the grips and making them ergonomic.
Consider what materials will be necesary and where you will integrate them.
-- Things like rubber for the grips and butt stock. Smooth, machined metal for the fore-end and stock's rail. Plastic for the stock, the sight, and other details. And Hard metals for the barrels and shooting mechanisims.
I will get right to it when I get home from work today, also I agree with pretty much everything you said and you have some really good points I have not thought about before.
I do not have a concept or reference for this in particular I am mostly mix matching, getting a bit design practice
Not quite sure where I am taking this from here or how it looks to someone not staring at it for to long
I have removed the pump action tube after this screenshot and I have also got some ideas, from a friend of mine that knows more about guns than I do.
Small update on it, critics are very welcome.
Another small update.
Final highpoly.
Not far of being done but I have a few areas that needs some love
Also the BioRifle on your portfolio looks sweet, would like to see a final version of that
Sam Hatami: Maybe, maybe
Update on the textures and lighting, I will wrap it up tomorrow unless I get some critics from you guys
You could try and break up the spec on the green sections flat parts, what you seem to have now basically a flat spec, add some speckle/spackle/contrast on the spec itself so that it matches up with the mild bumpages and usage around it.
Good job!
I have also done a few minor tweaks to the gloss values on some parts.
Thanks to all of those that have shown there support during this project and the thread in general
This is the final shots.
I did try and make it 3 years ago could not do it then :P
Concept:
Start of the highpoly model.
Post some wires when you get near finishing.
Snefer: Thanks, for taking the time to critic even if I am done with that one, I have a feeling I won't be far from doing another weapon
It's definitely one area I have problem with, that and keeping my texel density consistent.
I will take all that critic into the making of this vehicle and my next weapon
Might be hard to notice what has happened since last time, but I have done the interior and such, also a few other parts that is not seen to easily.
Anyway almost calling the highpoly done, will add some parts in nDo2, because I own a license and barely use it
Lowpoly next
Here is the wireframe for the highpoly.
I got into art of blender: volume 1, take a look at the pre-order if you want
It uses a 1k texture and a wooping 537 triangles, so I am thinking I will try and keep the other styles under 1k too.
Not started on the texturing yet.
Will get back on the vehicle when next month starts.
Will add more tri's there and rebake it at the start of next week
Got back to the lowpoly of the vehicle a few days ago, would be nice to get some opinions on a few things.
Planning to do one more weapon for the vehicle, for them to be switchable in the "game" but I am not sure if I should keep the weapons on it's own texture sheet or not?
So far I am thinking the vehicle on a 2k map, the wheels on a 1k map and the glass on a 512 map, so it might be a bit to much to have the weapons on a 1k map also, what do you think?
Wanting to keep the lowpoly under 30k tri's so far it's on 18k, if there are any places that stick out please tell me.
Blockout of the second weapon.
Something I have been working on with a friend, he is a coder so we are maybe making a small game.
Also going to add another loop at the tires in the back.
Please critic
a queation, is it common for key vehicles to have up to 30k tris?
I ask because i'm working on a rather complexe vehicle myself and i'm not sure how much would be ok, and how much is over the top.
I think that some car games have between 500k and 100k, but i guess that car games got less detail in the environments.