Hey Everyone,
This is a pulse cannon I have been working on lately
I would appreciate any comments that would help it look better
been having a bit of a problem with the spec.
Poly count is 8596 (high I know but I wanted to keep a lot of the geometry in so it can be viewed up close as well). Its based on
this concept
Replies
The concept has a touch of blue to the major pieces, that could be something to add. As for spec, especially for sci fi pieces, there is a good deal of tweaking and refining, but you could also add in some reflectivity to it. I know UDk has stuff for DX11 reflections.
Looking at concept again, it's a tad bid wide (i think) and long, however, it gives a nicer, sleeker look to it. Not so bulky or cumbersome.
And yeah, I wanna see how you made this, your process, your approach, something great like this without any sort of explanation is just a big tease.
This is a screen shot of the hipoly model
And the low poly model after I finished cleaning up the normal maps and adding some normal details.
needs tape on the grip and big yellow diagonal lines on it
You have a point about the lighting being blue, not the texture too. All the metal parts hace a sort of cool hue to them, which could indeed be light interacting with the metal components, while keeping the grip and non-metal components a more matte grey. (Such as multi-layered materials like a car or coated metals.) In either case, I would, add a hint of gray-blue to it, it suits me better, personally. Completely up to you though.
On another note, looking at the concept more, the multiple displays it has slightly change in greyscale. The circular disk things, near the front (with the "nozzles") are the same hue and saturation as the rest in the main shot, but in the lower left front view, they are lighter.
Lastly, it is a concept. One's idea. I'd like to see this with a bit of your own touch to it, nothing heavy duty, but you know, something that makes it even cooler, one of those "you know what it's missing? This." kind of touches. Maybe?
Yes. This is what I was thinking as well. Otherwise, dead on with the form and overall detailing.
I think what others are getting at, and I agree with, is that right now it looks like its all the same material.
The whole weapon is one big block of "Future Metal" Some of it is likely the spec map treatment, but a lot of it is sameness of hue. Try making the stock look like its carbon fibre. Make the butt of the gun have a but of a rubbery look to it, like you might actually be able to cradle it against your shoulder. Shine up the nozzle bits a bit, like they are in the concept. Make the screws out of a different metal, like maybe an anodized steel or something (closer to black with some grit to the texture)
I also second the call for the cooler blueish tint from the concept on the FutureMetal parts of the weapon. It will make a nice contrast from the warmer greys and browns you have already.
Its definitely more visually interesting now, though I'm curious to know what options you have for overall shader quality. One thing I really liked from the concept was the polished steel to near chrome look on the assorted barrels and what I take to be the ammo canister on the side.
You did a really nice job on this, I dig the specular effects as well, that's a nice touch to the texture feel.
I know you don't want to work on this anymore, polishing was never a fun stage for me either, and this suggestion has nothing to do with the model. I only have an issue that the pres sheet it is on does not do it justice to how awesome this gun is. I'm glad it isn't white, that subtle blue is really nice, but I feel it is still missing the love a pres sheet should get. Especially for something that is this great.
By graylen at 2011-11-28
By graylen at 2011-11-28