This here is a gun I'm working on.
It's going to be a lopoly for in an FPS eventually, so this is the hipoly for the normals, of course.
As the title says, it's based on the Norinco version of the AK47.
The front part (starting from the grip) is almost finished, the piece below the nozzle is busting my brains...
Details on the middle part and the magazine coming soon.
Replies
The magazine has suffered some curve adjustments, it has some flaws tho'.
Also the grip has has been reshaped.
Keep going!
There was a pretty amazing AK47 (or was it a 74u?) show in Pimping not so long ago, a russian guy did it, would be great for reference here. Anyone got a link to it?
Thought I'd get a notification e-mail with every comment, forgot to subscribe to my own thread... do'h! :poly116:
I haven't been working on it a lot recently, but I'm getting there!
Anyway, here are some new developments.
Hipoly (with dark gray BG now ;p )
Lopoly, about 2.500 poly's (4.700 tri's)
It's not completely finished yet, but I'm close.
NOW I'll be sure to post some more!
Many thanks for the feedback so far!
Nice work!! Question tho, I see you've used quads and tris, do you triangulate the entire mesh to measure out how many quads are you working or do you just estimate it with the status on the top left cornor.
The statistics at the top left show how many polys and tris there are.
Which now shows about 650.000 because of the hidden hipoly version(s) .
But if I would select the lopoly, then those right 0's would become about 2.500 polys and 4.700 tris.
So I get to see the exact amount of polys and tris in the model, if that's what you were asking.
That's probably very true, but that can be explained.
My most important reference pictures are on this page.
You are right that the receiver isn't completely the same.
The thing is, is that I'm remaking an AK47 from an old game and there the receiver is more straight.
I'll double check with the guy I work with who is quite the gun-knower, at least more than me.
And it's also him that in the end approves the models or not.
I don't really know what you're talking about with the different calibre characteristics.
Do you mean the magazine?
I applied some changes and added some details.
Then I also have a little question.
In the last image you can see that I have quite a few of 90° corners.
I'm not sure whether I should chamfer them or not.
Any tips or suggestions on which I should chamfer and which not?
If it's for baking, then the so-called chamferring may not be necessary. The no1 thing to do is to make sure your smoothing groups match up with your UV islands in order to get the best results.
As a side note- I can see quite a few unnecessary polygons that could be culled. Also there are a couple of smoothing issues you should look into as these wont help your normal map
P.S. It could just be my eyes but make sure anyway.
I'd personally prefer going for a beveled/chamfer approach. I find it easier going for less UV shells when it comes to working with textures.
http://www.artemstudios.com/2010/tutorials.htm
Sorry I haven't checked back in for a while on this thread.
Yeah, the magazine is the biggest glaring issue. It's a 5.56mm AK mag, and you've got what looks like a strange taper at the front of it that I haven't seen before.
Here's some really, really good reference for all kinds of AKs that you can compare and contrast to get an idea of how the different variants, uh, differ from each other. Some of the distinctions are pretty subtle (receiver geometry and details, rivet placement, etc) and some are more obvious (gas block shapes, dust cover appearance, buttstock, handguard and pistol grip forms, etc): http://www.imfdb.org/wiki/AK-47
@jrlogan:
It's indeed to prepare for baking and I'll double check the unnecessary geom.
@GarageBay9:
Thank you ! That website is going to help me out a lot in the future, seeing as I'm going to be making a whole lot more guns.
Btw, it's the Norinco Type 84S which has a 5.56x45mm mag with that taper you speak of.
Now that I see it clearly, it does seem that my mag needs to be a bit longer tho'...
Besides that, I'll check into the bevelling and see what'd be best.
'Till next update!
Also, make sure you give a lot of detail to the areas that will be seen up close, the rear site area specifically. In your low you've got these tiny groves modeled in there that likely will never be noticed and cause problems with bake/uvs, but the main cylinders there are only 8 sided.
Let the normal map do what it does best: shading and micro details
And use you triangles for what the normal map can't do, rounding off your silhouettes.
I hope I made some correct decisions.
I also worked out the magazine some more.
Subjects of critique below:
(second bullet is for when the unwrap is done)
Also VPgrab as how you would see the gun in-game.
Off to unwrapping!