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Warcry:Extermination

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Marcus_Aseth polycounter lvl 9
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 )

rifle01side.jpg


highlowrifle.jpg

Replies

  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    sorry for the double post,I have forget the wireframe :)

    for now is 5119 tris,but at the end i delete the simmetry line =)

    80196854.jpg
  • iniside
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    iniside polycounter lvl 6
    Deleting symetry line wont reduce poly by half. You still end up with something around 4.9k polys.

    As for me, it's way to much for weapon. You cloud scrap rounded parts, as they are not noticable in action anyway.
  • disanski
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    disanski polycounter lvl 14
    Hey Marcus. Welcome to polycount :)
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    FPS guns can go way over 5k triangles. Most UT3 guns are over 10k, as I recall, and that was over three years ago. This is looking good so far Marcus, although some of your high poly edges look awfully sharp. Instead of just showing us what it looks like from the side, consider focusing more on how the gun looks while looking down it from behind, since outside of a fancy reloading animation that's by far the most dominant angle at which the player will see it.
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    this is a view of the player perspective,maybe can help to get crit about it =)

    50715120.jpg
  • ZacD
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    ZacD ngon master
    looks a little flat and boring from that view, give it some more depth!
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    Thank for the crit (especially ZacD,i think you open my eyes a bit :) )

    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)

    12208105.jpg
  • Ged
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    Ged interpolator
    looks like the detail on the side of the gun could have more depth, bring buttons or extrudes out more, push indentations in more. might not be very realistic but it should look better
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    already do half of the unwrap,finish right now the handle & i have to tell that the max viewport is weird :|

    unacceptable for a great software like max :|

    64408731.jpg
  • Covin
    Good work Marcus, hope to see the final version.
    The HP seem very good.
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    finished the unwrap,i have only to fit the different uv pieces in the texture sheet =)

    87462187.jpg
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    ok,so now i manage to pack that uv's (first time i pack so much pieces in a single texture sheet o_o) & i do a quick bake of the normal/ao to see a preview,of course now is full of error because i don't have set the cage,so take this only as a preview of the rifle =)

    15162160.jpg
    57669035.jpg
  • sltrOlsson
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    sltrOlsson polycounter lvl 14
    Hey! Clean bakes and cool gun! The UV map looks really tight though. You should check out the Uv mapping thread started in technical talk. For example i posted a UV grab that was about as tight as your's, and especially EQ pretty much tared me a new one for it. Not posting the grab, but the actuall UV :D It's a good thread, quoting EQ "try to keep at least 4-8 px between the shells", which you don't have. And if there's someone to listen to when it comes to weapons, it's EQ! :)
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    sltrOlsoon thanks for the link,i keep all in mind for the next unwrap :)

    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 :p )

    damn i am so slow :(

    84867079.jpg
    15244409.jpg
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    Hi guys,I need help!! :(

    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 :(

    75352512.png
  • thegreyman1
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    thegreyman1 polycounter lvl 11
    your textures could do with a fair bit of work but well done for getting so much detail into a model with under 6k triangles. Pretty cool design too although the problem with most of these futuristic looking weapons is that they always look unnecessarily overcomplicated. Which makes them look a little unrealistic if however eye catching but also makes it hard to keep the polycount down... Keep up the good work
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    little up,i don't have work much on this lately,so this is to say that soon i finish it.
    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 :)

    16840040.png
  • keres
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    keres polycounter lvl 12
    This is looking really good. Keep it up! :)
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    Hi guys,after a long time I am again working on the rifle (for that indie game, warcry:extermination) :)

    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 :)

    riflewip.png
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    I guys,this model was abandoned,but I decided to finish it now,& before that it need another restyle,so I am modifying a lot of pieces,I am using it even to learn something about rendering,here 2 render I have done today,soon I can show you the rifle finished :)

    rifle1.png
    rifle2d.png
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    Hi guys,another preview render while I countinue the model,only one material & one glow,as you can see compared to the old one I have changed the piece that cap the back of the rifle (behind the scope), the magazine,the center & many subtles changes to make all fit togheter (& a huge redo of the inside scope/iron sight view,now is 1000x time better,but I don't have the render right 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 :)


    test3f.png
  • Alberto Rdrgz
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    Alberto Rdrgz polycounter lvl 15
    that latest version is much more interesting to look at. great progress!
  • Marcus_Aseth
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    Marcus_Aseth polycounter lvl 9
    Hi guys,I am confused...there are 2 polycount forums?! XD because I was posting in this one --->http://dev.polycount.com/forum/index.php that looks like this site,just less populated...
    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::)


    40925636.png

    67998014.png

    87178196.png
  • Ged
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    Ged interpolator
    great progress the bake looks excellent
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