Never really created a low poly next gen weapon before, so thought I would try one. The M1A1 Thompson seemed like a pretty easy first project.
Low Poly
High Poly
Did a couple normal bake tests, which I'll begin showing later when I'm done modeling everything and have it in one UV map.
Replies
Low poly wireframe
Low Poly with Normals
I will say you probably dont need that many loops defining the trigger guard on the inside. It wont have much screen time and it will most likely be covered with at least a finger :P
And I agree, the metal is noise right now, i think you could tone it down and refine the scratching a lot.
keep it up!
yeah for the moment, the spec map is a very quick adjustment of the diffuse. There's no gloss map and only using one shader at the moment, so yeah the wood and the metal are going to look a little homogenous, which makes for plastic looking wood. I always do spec map last.
In this pic you can also see the wear is quite purposeful, not random. The edges are worn to a shiny light gray and the rest is fairly smooth gray with just a bit of textural variety and a few spots of pitting, but no high frequency noise.
Model looks good, silhouette is pretty clean
The metal looks a little flat but that might just be your setup in Marmoset
Mong0ose
What's a noob tube?
I started working on the power supply objects.
I'm not happy with them though, they already look too futuristic, and deviate from my sketch. Strap looks too narrow as well. So I'll be redoing them from scratch.
What you're going to end up with is a bunch of weird stuff awkwardly tacked onto this asset.
Well that's kinda the point. As I said earlier it's supposed to be a ww2 asset with future technology strapped on. Think a ww2 game where you start with a standard thompson and get to upgrade it throughout the game or something. The standard gun was basically finished minus some small stuff left. But I was bored with it, and it didn't seem to be getting much in the way of responses. After doing some forum browsing it would appear that happens alot to standard looking guns. So for the fun of it, I decided to make it fun. I knew not everyone would be on board, but it's not like I wont have a finished standard thompson smg to put on my portfolio.
Thanks for the reply.
A. Spend more time on the concept, a lot more time
B. Go back to the highpoly stage, add your details in a manner consistent with the rest of the model
C. Create a new lowpoly suited to the new design.
Dont just throw some random shit on it because you think thats what people want. The design and execution need to be solid, or else you're going to end up with something that looks worse and is less interesting than what you currently have.
To answer the question about going back and doing more concepts. Hey, your looking at the world's worst concept artist. For better or worse, it's just going to have to stand or fall based on what I've concepted.