Hi guys,I am new to this forum & this is my first post so i think is good to use it also to present myself
My name is Marcus (Marco in my country) I am Italian (so sorry for my english :P ) & 22 years old.
I start doing 3d because i love videogames & i want be part of one of that software house that create it (still many thing to learn to reach that :P )
So,i joined this team of talented guys that is creating an indie FPS called Warcry:Extermination & my first task is to do the rifle
at the moment i have done the high poly (still need some modify) & the low poly (this too,because i have to add some pieces to the HP),yesterday i have talk with the lead of the project to ask him if was possible to implement the feature "quality normal" from the 3point shader inside the engine,this before starting to unwrap the low poly becouse if there was possible,most piece of the rifle can use only 1 smoothing group & in that way I don't have that nasty hard edges between the faces with different smoothing groups :poly127:
Comment & critique are welcome
Here the concept,made by Przemek Lech (I hope to have write it correct :P )
Replies
for now is 5119 tris,but at the end i delete the simmetry line
As for me, it's way to much for weapon. You cloud scrap rounded parts, as they are not noticable in action anyway.
so i have go back to the high poly & start to modify or doing again pieces,still many thing to change but for now is like this: (screen before/after changes)
unacceptable for a great software like max
The HP seem very good.
I have start doing something like a base texture to try to have an idea of the "palette" of the rifle,then when all the rifle have the base texture i do the scratch & stuff (still i have to add all the bolts to the normal map )
damn i am so slow
texturing this rifle is giving to me an headache,mostly because i don't know if i am going in the right direction
What do you think?
my goal was to create a base texture for all the rifle,then add unique details (white parts are not textured yet)
Also,i have the color in the specular,so when the weapon "don't receive much specular light" is black&white & i think is not nice,maybe i have to put some color into the diffuse? please,i need some suggestions
I have group all the piece of the uv sheet into different folders inside PS,something like 4 metal folders & 2 plastic,so now i have only to work on this metals to make them appear realistic & nice.
on the left the screen from 3ds max real time viewport,on the right the screens from the Neoaxis engine,every help,hint & crit is appreciated
As someone said,it was "flat" on the side & boring from first player view,so I decide to go back on high poly modeling phase,here the WIP,I am working on the front now
Now I have only to put the final screws like the one on the side of the scope & the final pieces on top of the magazine & finally I can say that the HP is finished
& then low poly,unwrap,texture & portfolio
So,I put the news there & now here too (btw,someone please tell me why there are 2 forums )
So,I have finished the low poly & bake (below the low poly+normal+ao with xoliul's shader & the low poly shaded wire) & I have started with the texturing(the second image,max + xoliul's shader,I start with the metal exterior cover ),lot to learn about,lot of practice needed,but I am tired of this model & at this point probably I learn more just by finishing this piece,so of course I do my best,but even if it doesn't turn out good as I want,I just end it,because at the end this is just practice I think :P
If you have hints & suggestion about texturing,please share,I need those :poly124::)