hey there, its time to expand my Hard-Surface arsenal and trying to get better overall, specially on game models
So i thought lets start with the USP's
This would also be a perfect time to learn the zbrush hard surface tools for me, as i never used them.
Thanks for visiting
LATEST UPDATE ON TOP:
Blocking out a Armored Fighting Vehicle
Transformers Universe.
Custom Winchester Mares Leg: Speed and texture practice
Silencer: Spec and gloss practice
Ammo Box: Texture practice
Nerf Longshot: 100% modeled in Zbrush and texture practice
Nerf Scout:100% modeled in Zbrush
there are more models in the Thread so take a look and give soem C&C please.
Have a nice day
Replies
plan-
-1 Make a gun with help of as much tutorials as possible (just to learn)
-2 Make a simple gun with all the information learned from the first one (with out the tutorials)
-3 Make a Big-Ass Gun mixing my old Maya techniques with these new learned Zbrush ones
-4 Making them Game ready with retopologizing,
-5 Baking, texturing, Beauty shots
So i did point 1 and 2 already, both are 100% zbrush
1
Simple Walther pkk ( should redo it after point 3 is done)
2
a Nerf Scout gun
C&C are still welcome of course. i mean i still have a lot to learn
on to point 3
thank you
HI Dloud thanks for your dropping by. And here are some reference i used
And i guess posting some ref of a PKK is not really necessary because everybody know them and i think i am also gonna redo this one with out a tutorial. + i also like this one better hehe (nice for texture practice )
Thanks again
I am not sure what model/year you were referencing but it's just something that caught my eye. Otherwise looks pretty awesome. The nerf gun has alot of complex shapes.
how did you detail the fine lines on the second gun? I usually try masking but I dont get lines as clean as that, especially curves ;o
@nyx702
Nah your right, that PKK is far of by any means, it is my first HS model in brush (if not my first 100% brush model) i also used a lot of tutorials to get to know the tool in Zbrush to do HS. it has so many mistakes. thats why i am gonna redo it.
O and thanks for your pic i never saw those lines on the trigger before
nice one
@Tokusei
thanks man i will post some more. And for those line i used Projection master, the clipping of dam standard brush.
I don't like using mask because u need to have a pretty high polycount by my knowledge
O and my favorite is the slice tool . a lil more work but crisp like hell
hope that helps
cya
Cheers
the tutorials i used where gnomon and Digital tutors. I didn't do monkey see monkey do. more like a mixture of both. to be hones and did use Dynamesh a lot ,which is not featured in one of those tutorials
but i hope it helps. maybe you could also take a look at the zbrushworkshops one. but it look to long for me
Enjoy
Just a simple block out. i will upload some ref later.
thanks
o and here's some reference
Longshot Nerf gun reference
Nice work so far, and all in zbrush too!
Looking forward to seeing more, keep it up.
@ nyx702 thanks man. it took me some time and i am still not happy with it. (will come will come)
and yes did those indents manually, it shows right hahaha. yeah i will redo those for sure.
@ MeintevdS haha yeah your right its like the mouth/ face of Domo .... Cool
Thanks for the appreciation.
Right, this is gonna be the last Zbrush update. I mean its not totally done. it needs some more detail but i think i got it now, so those gonna be added durring the texture phase with ndo orso.
Latest update
On to point 4 of my plan
To everybody.. i really love it that everybody who visits here like's the guns. But i really could use some more advise/ suggestions. ( i can handle it hehe) so please....
Thanks again to all
No way man! I recently did something similar to that manually and wondered if you had a better way. I think they look great. Besides, the hand will cover it in game anyways :P
aah you like those, well thanks then hehe. But i still redid them.
I only know 2 ways that work so so
1. a lot of polys/ daynamesh and a mask and inflate lil ny lil
2 . draw mask-- make a group from it. -- put a grouploup around it (watch the polish) inflate a
group
hmm yeah you could also use a displacement or the projection master
hope that helps
I mean i did lost focus for some time now on this project ( had this new toy nDo in.. heheh lots of fun)_
Anyway. did the low poly model.
Oef that was hard.
i wanted to retopologize in 3d coat. but because i did everything in dynamesh i had a mega polycount (my bad) and reducing the polycount resulted in very ugly models. resolving this problem costed me a lot of time
I could have done the retopo in zbrush, but i never used it before so...
Can you retopo different subtools at once ??
anyway if you gave any tips please...
Result
Low-poy 1000 tris w/ 100% ratio UV
thanks all
I think i am almost finished, i seem to have some problem with the spec and gloss maps.
so if you have any pointers or tips please enlighten me.
Thanks
About the gun, I like it. It feels it could fit in a game like Brink, though there are some parts that to me personally feel inconsistent. I don't expect you to change any of the things I point out though.
I don't see the point in having 2 different logo's on the same gun. I am also missing some text referring to what caliber bullet it shoots. Or maybe a serial number.
Next to that the shape of the lower part of the gun feels organic to me - I like the contrast it gives with the top, though I don't understand the pattern that sits in between. It feels to me like you thought it looked boring without a pattern but you didn't know what else to add so you slapped something on. I could be wrong.
Also, the assault rifle looks amazingly badass. Would love to see that finished!
I would love to see larger images, just 'save for web and devices' in photoshop to keep the file size down.
appreciated
thanks for dropping by.
Bertmac
I sorta feel like the gray that is on the handle is sorta boring. There are some nice scratches and stuff and I see you have some grunge in the diffuse but I feel like the hue is still pretty uniform. Maybe try selecting some of the panels down the body and sliding the hue/value just a tad to break up that even grey? Just a thought. Looking really good.
@ nyx702 : Yo dude thanks for coming back your comments are appreciated thanks. And yeah your absolutely right with both of your points. but i will let it rest for now. i mean if this peace will ever make it to my portfolio i wil change it. hmm and now that i look at it again it seems something went wrong with saving this picture anyway it looks like its 256 colors orso DOH.
thanks man for dropping by i will put all my new knowledge into the 3rd gun i made.
thanks people
No problem man.
I now see so many better ways to model this gun its actually doomed to get failed. but lets finish it for the sake of it
Added some more details, made it low poly and did some bake tests this weekend.
It still needs some clean up. but getting close
What do you think
Bertmac
Just a small idea to toy with: Maybe some deeper scratches or paint wear where the lever has been pulled back so many times?
Anyway Thanks guys but this gun is done. eeh over.
THe main idea bout it was t learn Zbrush.
Stupid that i was i did both the modeling at the same time.
So all the stuff that i learned from the first one could not be applied to this one.
Resulting in a not loved model hehe Like i said before bound to get doomed.
Anyway off course i will build an other one and try to do it right this time and learn from your comment and suggestions
Thank you so much for dropping by and taking the time to help me
Bertmac, will be back soon
So i could use some help tell me what you think
i think i need some more work on the gloss:poly132:
So C&C is very welcome
Thanks
the strong colors are pretty nice but i like the spec map too even as the color map
But what do you mean with " i like the spec map too even as the color map
thank you
On a more serious note, i think that you could focus some more on the edges regarding your worn parts of the specular.
Nice little piece.
thanks for dropping by
i mean u can use the spec map as diffuse too cause it has pretty nice colors too
and all your tips are in consideration.
Tanks again
Like with the gun i start simple.
The metal wall :cool:
focus of learning = spec and gloss maps + corner damage.
thanks for dropping by
The circular grate sorta has a moire effect going on at smaller scale. Probably not much you can do to fix it now. Just something to be aware of!
If memory serves me I think you put it into the alpha channel of the spec map?
Bertmac you don't suck at texturing.
Anyway thanks for the comments i think your right it looks kind of weird in that perspective.
Noted....
stay tuned as i will update more often and will need pro help.
thanks again
PS i love your zbrush plug_in. it rocks thank you for that. specially now that I'm bussy creating textures that tilling plug is perfect
@ ZEEZEE Fomori is right , you need to put the gloss map in the specs alpha channel . hope that helped
@ Fomori thanks for the kind words. you have some nice works in that portfolio of your to. i like it
well back to the Texture practice,
Did this zbrush stonewall and i only touched the spec in PS the rest wass 100% made in Zbrush
As ref i used Belgian kidsheads.(haha i have no idea how you would call this in english, this is strait from the Dutch translator)
Hope you like it.
please C&C is very welcome
thanks
I mean the last one looked so cold......
so i adjusted it a lil.. added some moss and stuff
what do you think, do you see the 10 difference (hehe)
Question is? how can i add the moss to the spec map. in other words how can i make a selection of a blend if layer......?
still.....
Right now its all about the textures . so i made this out of it ....
still a W.I.P of course, But the result was better than expected. what do you think
Thank you
and wanted to texture something a bit more interesting then the cubes
Just a simple wall panel, ready to be textured.
Small update.
just playing with the placing of the color to show what material goes where.
And I think my main problem with textures is the spec map, so i started early to define them
hmmm i should make a color palette
All looking good to me. And you certainly don't suck at Texturing, but practice is always good, you've inspired me to set some smaller goals for my texturing practice, its the thing I (and I Imagine a lot of other 3d Artists) get to practice least of all.
One thing that strikes me about your texturing is that you seem to use a lot of midrange Values for your SPEC maps, is this a personal preference? As it looks to me like you over spec everything using this approach, I know you probably tune it in material but Id suggest trying to stay under the mid range grey for most of your texturing and only use higher values for the most specular worn edges etc depending on the object. This is most apparent to me on your Bricks which IMO should be about 75-85 % black to dark grey anbd only really go above mid range for wet areas and the odd worn edge.
Keep it up and great stuff.