Hello,
this is a weapon I'm recently working on.
It's a colt M4 Carbine with scope attachment.
This is still a high poly version, which I'm going to bake to low poly then.
please feel free to comment. Any feedback is very welcome.
hey, thanx for the reply, you really helped me out with some details like the aimpoint,
thank you for the great ref pics btw
I have to agree I misread the reference.
I used this image for ref.
The bug you appointed isn't really a bug. It's a different kind of attachment, i got from another ref pic:
A good idea for you would be to stick with one overall reference for your M4 though mix matching your parts isn't a bad idea, it can get disorienting with many different references. Also with individual parts it is a good idea to find multiple shots of said parts at different angles so you get ideas of scale, thickness, etc. There are hundreds of different variants of the AR-15 series rifles now; I'd highly narrow down your selection of parts. My best advice would be to find an M4, like your first reference and find all the part pictures associated with that M4. Just a thought.
I was in the Army infantry and used M4's throughout my career (as well as multiple other weapon systems). It's hard to tell from your three quarter shots but it looks like both the upper and lower receiver are too thick. The RIS system is off, by a lot, but not a bad first attempt. The rails are 20mm (roughly one inch) at their widest points and about a half in in height from the base (mil spec version), and the rail system is hollow. With the stock fully forward like that, you should actually see the buffer tube almost mesh flat with the back end of the butt stock (might be a little inside also, depends on whether it is mil spec or custom). If you’re going to have the dust cover open exposing the ejection port then you need to model the bolt assembly.
Overall not bad for first attempt, I would highly suggest using Robert's references to get a solid feel for the M4 but good job so far.
you need to check your references again. all your major shapes are completely wrong. your upper and lower receivers are way too boxy and wide. your front sight is too thick where the "wings" are, and the front sight base needs to be flat instead of curved like you have it.
Ok, I fixed some mistakes I made:
-rails and aimpoint are modeled (more) correctly
-pistol grip and magazine were made a bit smaller
-replaced stuff that was taken from other reference pics (other versions)
what? 5000+ tris but the screen capture have 600.000+ tris...... can you post pics from your low poly?
It's likely he has the high poly model in the same scene as his low poly, which would cause the totals to add up. The pictures he has are his low poly model.
Fries, if you want to show those the tricount of your gun using stats, you'll have to either get rid of the high poly (just save it in a separate max file if you want to preserve it), or go into Views>Viewport Configuration>Statistics and then click on the radial button for either "Selection" or "Total + Selection" (I personally use the latter while working, especially if I keep the high poly in my scene until the end).
hey, thanks for pointing it out, my high poly mesh is hidden but still there in the scene
i'll remove the high poly from the scene and take some new grabs
But can anyone give me some feedback on the model?
It's my first low poly gun, so I suppose there are still some things that can be done better
Replies
but few things spotted:
1. some parts look thick - the pistol grip , lower receiver + magazine - check the ref pics http://www.pixagogo.com/0896214432
2. those rails aren't modeled properly - look this http://upload.wikimedia.org/wikipedia/commons/6/6a/M1913A_Rail_CrossSection.svg
3. your Aimpoint mount looks too simple than real one /which is the Arms one/ http://pix.pixagogo.com/S5CclB!NuSZYcP9Wu4fveCXQ!lWlOaqSYBF9aIgoRPNU3BZjktl4frFjlWblAbsNK9oMfBkTZsAu-gMk6pBEhTHv91WhbiHvL-PryCXyhs6YChSgPH0Iblvw__/2906731108_ecc56c16bb_o.jpg
http://pix.pixagogo.com/S5CclB!NuSZYcdVpVDvRlVpZJk4rXpFMNgdk-BtrhPglPav8igLZQf3qnygPrScUAY-v10hGjHNcIZ6HdRQpVyUmEM2oNOJ2-F!q7J-Cz6TQPeOMnGyihF7g__/2906731450_6387f168e8_o.jpg
http://pix.pixagogo.com/S5CclB!NuSZYfjrX3p47cUnGhDivN6XbCIssipadjelSka4KltmGDl5uXSHDeEN0ymq31-gtHacqxP66z2OItKN-DbpPFYx3V3wiMq6hUb1yPqdW-UBTq17g__/2905886951_071e4590e3_o.jpg
btw which RIS is that? and you missing the Bolt , iron sight post's
btw2
lol? nice bug there
thank you for the great ref pics btw
I have to agree I misread the reference.
I used this image for ref.
The bug you appointed isn't really a bug. It's a different kind of attachment, i got from another ref pic:
I was in the Army infantry and used M4's throughout my career (as well as multiple other weapon systems). It's hard to tell from your three quarter shots but it looks like both the upper and lower receiver are too thick. The RIS system is off, by a lot, but not a bad first attempt. The rails are 20mm (roughly one inch) at their widest points and about a half in in height from the base (mil spec version), and the rail system is hollow. With the stock fully forward like that, you should actually see the buffer tube almost mesh flat with the back end of the butt stock (might be a little inside also, depends on whether it is mil spec or custom). If you’re going to have the dust cover open exposing the ejection port then you need to model the bolt assembly.
Overall not bad for first attempt, I would highly suggest using Robert's references to get a solid feel for the M4 but good job so far.
Ok, I fixed some mistakes I made:
-rails and aimpoint are modeled (more) correctly
-pistol grip and magazine were made a bit smaller
-replaced stuff that was taken from other reference pics (other versions)
thanx for your help
I used Xoliul Shader 2
maps used:
normal
diffuse
specular
glossiness
hey, yes I made a mistake uploading
fixed it now
Fries, if you want to show those the tricount of your gun using stats, you'll have to either get rid of the high poly (just save it in a separate max file if you want to preserve it), or go into Views>Viewport Configuration>Statistics and then click on the radial button for either "Selection" or "Total + Selection" (I personally use the latter while working, especially if I keep the high poly in my scene until the end).
edit: dem ninjas
i'll remove the high poly from the scene and take some new grabs
But can anyone give me some feedback on the model?
It's my first low poly gun, so I suppose there are still some things that can be done better
grts