I've been poking at this for the better part of the past 2 months now during free time. Still lots to do but am looking for feedback from the fine artists here at PC.
List of to-dos:
- Geo cleanup/optimization
- Texture
- Cleanup minor bake anomalies (AO from floating geo, etc.)
Thanks in advance!
Concept by Greg Broadmore of Weta Workshop (
http://www.gregbroadmore.com/)
Replies
That way the enemies don't know which direction the gun shoots!
j/k
HAL: Yeah, I'll probably reduce down the ones in front since I'm assuming it will rarely be seen, especially at the base of the cylinders. Essentially the cylinders are still the high poly cages and I'm just bouncing around fixing stuff as I move around the mesh.
Serp: Ha! Sometimes I think I know what I'm doing too! Thanks for the kind words.
Thanks for the replies! Here's quick texture update from this morning before I move onto worky work.
Still lots to do and cleanup and I just noticed the writing on the mag is rotated incorrectly...
Cheers!
It's sitting around 6600 tris at the moment and should be well under 6k when I'm done.
Thanks for looking.
Cheers!
What shader are you using in the viewport? Maybe check Marmoset toolbag out for presentation? Anyhow, you should work more with the specular and add a gloss map. A start would be mixing in some blues in the specular to get a more whiteish highlight.
I'm having to retool how I work on specular, so I focused just on a single part until I got it looking good. I blacked out the rest of the specular, so the rest of the weapon is very flat looking until I can get around to fixing it up.
Progress so far:
Thanks again for any input!