Hello Polycount, long time no see (entirely my fault, for sure). I wanted to post up a WIP of a gun I am working on, possibly for a game that might come to fruition. I don't have many WIP shots saved but I'll post what I have. I'll eventually get around to posting up the textures and a model progression.
The gun is inspired from the Tribes series of games, and this is supposed to be the bread and butter tool of the game- an explosive disc launcher.
Tools: Autodesk Maya, Autodesk Mudbox, Photoshop, xNormal
This is an early shot of the high poly model with a regular blinn thrown on.
A little more down the line after the low poly was created and some extra panels were painted in with Mudbox and Photoshop. A color scheme is starting to develop.
The gun inside UDK to test out the textures so far- namely the normal map. I made the mistake of exploding the model before triangulating it, and ended up triangulating the exploded model different than the model put altogether, so there were little hiccups in the normal map when seen in Maya. I tried brushing them out, and inside UDK it appears fine, so I'm going to leave it as it is.
A recent first person shot of the gun after adding more panels and grunge/brush work. While the text on the LCD panel is painted on right now to give an example, my wish is to have a seperate plane put just in front of the LCD display that has its own UVspace for me to work with, to give it a dynamic texture.
The gun is split into parts to easily make different LOD meshes, and also to animate. I'm planning on using the same model for third person as used in first person, only with significantly less parts showing. At the moment there is no specular map, I'm working on it.
Any critique would be appreciated. Any questions, feel free to ask. I know I haven't covered all my ground yet, so I understand if there are questions. Thanks for reading.
Replies
New shot inside UDK. Having a bit of trouble getting the normal map to really stick out and accentuate the weapon how it appeared in Maya. I have reversed the green channel, and tried giving the green channel an exponent, but it doesn't really seem to do much good.
I think changing the specular some to work with the normal map worked. But to me it still feels flat. I think maybe my problem might be that I'm normalizing my normal map. (I do make sure to flip the green channel when I bring it into UDK too, just to clear that up). I feel that normalizing the map might be dampening the normal values... hurm...
Anywho I think I'm moving onto rigging and animation now, but any more feedback on the model would be appreciated. Thanks for the encouragement guys!
Also, you have such a distinct style that the moment I saw the gun I thought of you and your work. Good job "Rooster". It's good to see you are still working hard.
Message me if you know who I am.
Another WIP shot of the gun inside UDK. Turned the diffuse down a bit, gave the specular more contrast around the plate edges, and made a disc and muzzle flash.
I think I know what you mean about the hard edge feel Amadreaus, but I'm not sure precisely.
Oh, I also LOD'd the weapon too. The poly counts are probably not ideal for a third person mesh, and most examples I've seen of meshes like these only have one or two LOD levels tops, but I made 4.
Base mesh is around 4.2k tris, 1st LOD is 1.8k, 2nd is 1.2k, and 3rd is 600. I was thinking the various levels would let me divide up the distance that only 2 LODs would cover a lot better, and let me get away with the 4.2k tris for the base mesh. I'll have to see how that works in practice once I get this bad boy in game.
I'll look into dirtying up the reload section.
An early shot of the high poly mesh of the gun coming together, from a suggested first person perspective.
Shot of the progress being made on the diffuse map. This is an unshaded screenshot, just showing up the lighting details in the diffuse map.
Here is a link of a pic of the weapon with it's animation rig imposed on top of it:
http://dl.dropbox.com/u/17002839/DISCWIP14.jpg
I'd post a video the link to the video I made of it, but it's pretty big and I think my dropbox bandwidth is almost used up. :S
The gun in-game, fully functional and animated. Using a heavily modified version of the link gun classes for the functionality, but it works.
I'm eventually going to go in and polish both the third person and first person weapon, but right now I need to move on with other guns. Any feedback would be welcome, I can also get more screens up.
How you doin' polycount?!