Hello polycount!
The model is based on the concept from Gears 1, but i'm changing some small things like the binding which i don't really like in the concept.
This is the highpoly so far, currently i'm redoing the grip completely. The back part is pretty unfinished as well.
Oh and i just have to say thank you a ton for the great sub-d sticky in technical talk.
I have read through it about 4 times whilst modeling this and i learned so much!
Feedback would be greatly appreciated!
concept:
http://2.bp.blogspot.com/_E1qu7NgW7lY/S_EgEuSU7aI/AAAAAAAAAAU/EWNB7dVm7uA/s1600/concept-hammer.jpg
Replies
As I could see you were not really close to the original concept in the rear part of the gun. Gun butt looks too simple and may be a bit out of style for me. Also the front handle(magazine) on concept has a great catch on it's end making it more complex, would be great to add it too.
Btw, what is the plan? Do you want to create lowpoly and bake some maps or just a standalone highpoly?
You'll have resolution problems baking a lot of these details ie; not enough pixels to represent the geometry. Those tiny little floaters especially.
Zoom out! Get loose.
keep it up!
I was actually wondering if you could share your lighting and material set up, I'm really impressed on how you set it up and any information you can pass down would be great.
Keep up the good work!
Thank you a lot for the feedback!
I'm doing a lowpoly as well, so i'll definitely look into the edges problem and soften them up. I think i understand what you mean EQ!
I'll fix the edges and mini-details before i start baking.
The rear part is pretty unfinished, will work on that.
The setup is a little bit of everything i picked up in the forums, from tutorials and trying. It's a mental ray material with high gloss and two lights.
Then i rendered it another time with little reflection and some noise in the normal bump and combined everything. It's very important to render the specular and ao passes so you have more control and can play with it in Photoshop.
I can really recommend the eat3D dozer dvd, i learned a lot from the rendering part. I can post some screenshots later, but that should explain everything i did.
I'll post updates later!
It's 8470 triangles, 2048 normal/ao in 3pointshader.
Any feedback is appreciated so i can do better next time!
flawless victory!
Mind sharing your UVs with us? I'm intrigued.
3point shader?
Yeah it's the totally awesome 3pointshader.
For the hp render, yes it's a very similar approach like in the eat3D dvd.
I baked the normal in max, xnormal for ao.
Zipfinator - You're right, the room is pretty limited and might be a little too small. But i think it's not that bad, it looks much smaller than it is because of the perspective.
Maph - Here's the uvs. There surely is some more room for optimization, but i got tired of this and would approach some things in a different way now.
I started texturing this weekend, finally had some free time.
More or less just the materials for now. Scratches, wear, etc. will come later when i'm happy with the base texture. Still lots of work to do.
glow map is just for fun, i'll figure that out later
Crits/feedback greatly appreciated!
didu use hypershot or something like that for the last 2 renders?
I'm sorry for the late reply, i just relocated and don't have a reliable internet connection in the new apartment yet.
Kratilim - That's a good point, I'm currently reworking the whole texture. I'll keep it in mind
Quickel - I rendered with mental ray, then did a little bit of post work in Photoshop.
The materials are mental ray/arch vis, lighting is a daylight system (in Max under the create tab --> systems).
Lonewolf - Thanks man, big fan of your work! No, it's just mental ray with some Photoshop post.
The rendersetup is nothing too fancy:
I think I preferred the material set-up in the images before the last two though, with less reflection. That's just a personal thing
Are you going to add a vibrant red Glow Map to this at all? It is a Locust weapon after all