if you render the normals with the "marshmallow look" (i like that. lol) then it will project with that kind of shading, resulting in gradients in your normal map. im fine with that, others arent.
with 3point shader its fine to have that look. thats what quality normals are for. in an engine you can get similar results depending. you can export qualified normals into UDK to get a look similar to 3point quality normals.
A. If you're intending this to go into a specific engine (UDK, Source) that you know has a broken tangent space workflow, you're going to need to use much more hard edges/smoothing groups, which in turn means much more uv breaks.
B. If you're doing this for your portfolio, or for a studio that has a synched up workflow(its not magic, or more expensive, or something that can't be done in realtime) you should work with a synced workflow. This means 3pshader with Quality mode, or bake and preview in maya, generally.
I would certainly suggest doing B, as it will completely change the way you work. Sure it wont look great if you try to drop it into counterstrike, so it all depends on the end goal. Is it for your portfolio or for the CSS kiddies to play with?
A lot of studios are switching over internally to synched up workflows as word gets out and more documentation is available, so its not "cheating" or anything. For example, the work we did for SD on brink, bakes were done in maya and synched up ingame, bakes in maya HQ viewport looked perfect in game too. Its such a wonderful way to do things, it just sort of works as you would expect.
PS: I'll try to get another shot of those wires up sometime, but I'm pretty busy atm.
ok i got everything at 10,500 polys, reasonable enough?
reason its that high is i wanna keek the M4 clean and good for once
and the 2 scopes needs to be details since you gonna use them both
once u flipped the magnifier u wanna have good and clean aimpoint
and on top of that it got more gear
lonewolf i do have one question for you though? is the reason why your grip looks so jagged is because in game the player wont see it at all and figure you might as well use those faces/verts elsewhere?
All i can say that in bad company 2 M60 got 16k polys so you don't have to worry:)And You can go for more than 10k.
PS. very inspirational work lonewolf:)
lonewolf i do have one question for you though? is the reason why your grip looks so jagged is because in game the player wont see it at all and figure you might as well use those faces/verts elsewhere?
Yup thats the reason, on production model its even just a box.. Haha
All i can say that in bad company 2 M60 got 16k polys so you don't have to worry:)And You can go for more than 10k.
PS. very inspirational work lonewolf:)
looks very nice. is this the final bake? you've got some pixelation on the muzzle and on the stock a bit. also i know some may argue that it doesnt matter because your hand is on the grip, but id say that you should add some more segments back into the grip to make that less jagged. at least to the front of it so the side silhouette can look smooth. shouldnt add any more than 100 tris if that.
Looks great man, however I think the noise on your Magpul stuff is just a little too intense. Maybe it's just me but when I look at my Magpul stuff it's a little more subtle than that. Otherwise loving the attention to detail
guys thanx alot for the feedback
Im getting alot of emails/Pms about tuts and info about my work
i was about to make tuts when i realized everything i was about to point out and show already been said here on polycount, and it even in a better and faster way
y lots of ppl here (Earthquake for example)
so you should check those threads, its even stickys and u still have questions post here in this thread so we can have everything in one place
ill try to post some tips/tricks/tuts after im done wwith the textures but i dont think i have anything new to offer here
i use the most basic tools and setups in my work, i just spend aot of time to make it looks as good and i can
Realistically the only glass that should be tinted orange is the front lens of the Aimpoint.
The magnifier glass should be clear both sides.
The rear Aimpoint glass should be clear too, but when you look through the Aimpoint, it should have a slight blue tint to it.
I did some testing and got a good result by making the diffuse color a green of (150,255,0) and the specular color a red of (255,0,0). Works awesome, really gives it that green/yellow/orange color to it.
Realistically the only glass that should be tinted orange is the front lens of the Aimpoint.
The magnifier glass should be clear both sides.
The rear Aimpoint glass should be clear too, but when you look through the Aimpoint, it should have a slight blue tint to it.
I did some testing and got a good result by making the diffuse color a green of (150,255,0) and the specular color a red of (255,0,0). Works awesome, really gives it that green/yellow/orange color to it.
yea i know that but u gotta admits it looks cool :P
for the textured version ill try get close to real as i can
the metal work is great, but i'm not a fan of the skull. How long did it take you to find or make that skull? Now picture someone in real life, finding a skull, printing it, cutting shapes out, and stencil painting it on their gun, or even free painting it... just seems cheesey and unrealistic to me. The blood is cool and unique, but the thumb print should be smeared more. The thumb would be constantly adjusting on the grip and vibrating anytime the weapon is fired. I like the more subtle blood stain you've got going on rather than an obvious perfect thumb print.
I know you're done with your high poly and baking. I gotta say my bestfriend was a Marine for 4 years and he gave me a magazine that he used in Afghanistan. It was worn to the bone and had black ducktape wrapped around it for extra grip when changing mags. The duct tape was torn to shit too. I asked him if i could have it cause it had such character and really told a story of where it's been. It'd be cool to see you create it. Too bad I can't find a single image on Google of anything close or even with ducktape. I'll see if i can take some pics tomorrow and upload.
However if your into the idea of keeping the skull I would suggest, instead of making it look like its a painted/stencil, make it like a sticker. Think of it actually covering the surface, play with the stickers own spec, give it a border/lip, or even peeling/torn abit.
As amazingly as this is, and as big a boner its giving me... I have to ask, no, DEMAND even, why you felt the need to put so much love and care into everything and then make the rail so utterly flat and bland on the low poly...?
As amazingly as this is, and as big a boner its giving me... I have to ask, no, DEMAND even, why you felt the need to put so much love and care into everything and then make the rail so utterly flat and bland on the low poly...?
Simply because u cannot see any of it with all the gear on, not even 1 slant
flawless mate, Love your work, looks like alot of fun, but persistence to do a weapon to this detail, was wondering what res texture you're building with? details look really crisp
I usually work double than what i need, so im working on 4096 which im gonna scale to 2028 (x2)
reason is its easier for me to work with a 1 pixel brush and i can be more accurate (i do alot of 1pixel brush work)
thanx alot for the pics man, that a really good ref to use as an idea of how to go about the mag texture, ill try adding a tape too but im not sure it will work with the over style of the gun, it would work better for a military/soldier gun than spec ops but ill try anyway
had to put the m4 on the side for now but ill get back to it soon
The insane amount of detail in this weapon is godlike! man.... How'd you do it! :poly142: Really nice man well done. I hope to achieve something like that someday.
That gun is sick! What sort of textures are you using on that? I'm trying to figure out whether I'm hitting the same texel densities you are - that bloody thumbprint holds up ridiculously well.
Hi there. I like your work Lonewolf. I'm also wondering about the textures because they seam to be quite big. Can you tell how many textures do you use and their resolution? Thanks a lot.
Replies
Right, what it boils down to is:
A. If you're intending this to go into a specific engine (UDK, Source) that you know has a broken tangent space workflow, you're going to need to use much more hard edges/smoothing groups, which in turn means much more uv breaks.
B. If you're doing this for your portfolio, or for a studio that has a synched up workflow(its not magic, or more expensive, or something that can't be done in realtime) you should work with a synced workflow. This means 3pshader with Quality mode, or bake and preview in maya, generally.
I would certainly suggest doing B, as it will completely change the way you work. Sure it wont look great if you try to drop it into counterstrike, so it all depends on the end goal. Is it for your portfolio or for the CSS kiddies to play with?
A lot of studios are switching over internally to synched up workflows as word gets out and more documentation is available, so its not "cheating" or anything. For example, the work we did for SD on brink, bakes were done in maya and synched up ingame, bakes in maya HQ viewport looked perfect in game too. Its such a wonderful way to do things, it just sort of works as you would expect.
PS: I'll try to get another shot of those wires up sometime, but I'm pretty busy atm.
ok i got everything at 10,500 polys, reasonable enough?
reason its that high is i wanna keek the M4 clean and good for once
and the 2 scopes needs to be details since you gonna use them both
once u flipped the magnifier u wanna have good and clean aimpoint
and on top of that it got more gear
make sense right?
its a portfolio piece anyway :P
PS. very inspirational work lonewolf:)
Great i think im good with 10k
Yup thats the reason, on production model its even just a box.. Haha
16k?? Got a pic of it?
Im getting alot of emails/Pms about tuts and info about my work
i was about to make tuts when i realized everything i was about to point out and show already been said here on polycount, and it even in a better and faster way
y lots of ppl here (Earthquake for example)
so you should check those threads, its even stickys and u still have questions post here in this thread so we can have everything in one place
ill try to post some tips/tricks/tuts after im done wwith the textures but i dont think i have anything new to offer here
i use the most basic tools and setups in my work, i just spend aot of time to make it looks as good and i can
The magnifier glass should be clear both sides.
The rear Aimpoint glass should be clear too, but when you look through the Aimpoint, it should have a slight blue tint to it.
I did some testing and got a good result by making the diffuse color a green of (150,255,0) and the specular color a red of (255,0,0). Works awesome, really gives it that green/yellow/orange color to it.
Love your work, inspiring as always!
yea i know that but u gotta admits it looks cool :P
for the textured version ill try get close to real as i can
lol thanx
Some texture wip
Still lots of work to do
Not sure about the blood, ill prob change it later
using xoluil shader btw
I know you're done with your high poly and baking. I gotta say my bestfriend was a Marine for 4 years and he gave me a magazine that he used in Afghanistan. It was worn to the bone and had black ducktape wrapped around it for extra grip when changing mags. The duct tape was torn to shit too. I asked him if i could have it cause it had such character and really told a story of where it's been. It'd be cool to see you create it. Too bad I can't find a single image on Google of anything close or even with ducktape. I'll see if i can take some pics tomorrow and upload.
However if your into the idea of keeping the skull I would suggest, instead of making it look like its a painted/stencil, make it like a sticker. Think of it actually covering the surface, play with the stickers own spec, give it a border/lip, or even peeling/torn abit.
Or just get rid of it
as for blood and sticker, blood is there cause he got show by sheppered, sticker is cause what he is, thought i change it to the unit's patch
i still donno whats the story of ghost and when and how he comes back, still waiting for my copy of MW3 to get here by mail
yup
Simply because u cannot see any of it with all the gear on, not even 1 slant
I usually work double than what i need, so im working on 4096 which im gonna scale to 2028 (x2)
reason is its easier for me to work with a 1 pixel brush and i can be more accurate (i do alot of 1pixel brush work)
blah i forgot to take pictures of the magazine with ducktape today.
had to put the m4 on the side for now but ill get back to it soon
sorry for taking so long i'v been VERY busy lately..
not sure im happy with the texture but it will have to do for now, ill work on it more sometime later when ill have some free time
That gun is sick! What sort of textures are you using on that? I'm trying to figure out whether I'm hitting the same texel densities you are - that bloody thumbprint holds up ridiculously well.
This is seriously pretty awesome texture work.
Just needs a Ipod connector to go with the accessories and were good to go.
Ghostscape, using 2x2024, just make sure closer parts get bigger UV space
for a production model the grip is the last part you should be worried abut though
Btw, I didnt put the tape on the mag but i did use the idea of the wear/paint
Good ref! Thanx
:P