I just started working on this gun off a concept by Blaisoid. Hopefully with everybody's help I can make something nice out of it. I'm new to 3ds max as well as game asset modeling where polycount matters and the process of normal map baking. I'm sure there will be plenty of things I do wrong or could have done better so thats where I need your help.
heres the original concept art
and here is what i started with as a rough blocking out
and here is where my lowpoly currently is, im not sure how many tri's i should be aiming for so ive only tried to add edges to help with the silhouette when needed
any comments, suggestions, anything would be greatly appreciated like i said i'm new to all of this so thanks ahead of time
Replies
The grip looks a bit thick at the moment, it seems like it would be uncomfortable to hold.
i know that in side view it's often hard to tell what's going in some areas on so i made a quick mockup to show you how i pictured the gun in 3D in my mind:
right now the low poly is sitting at around 1900 tris is that okay so far? i have no idea what i should be aiming for. i know silhouette is key and ive only been adding to help add to the areas where it would make a nicer silhouette and also adding the initial lips and edges of things
polycount depends on the destination of the gun.
FPS games require very detailed gun models, tpp and other genres not so much.
i recall that most weapons made for Darksiders 2 were somewhere around 1500-2000 tris, and that's a TPP game.
For FPS guns polycount of 5000 tris would probably be still pretty low.
Thanks for the info, i think i might do a version for each just to practice the different levels of detail, the tpp low is almost done then lol and the fps ive got plenty of tris left to cut in more detail
edge termination without ruining the nice smooth area of another part
i extruded in the ridges in the grip but i havent been able to figure out the best way to terminate the ends. in the concept art the gray piece between the brown grips has a nice smooth flow to it. if i continue the edges all the way across from one grip to the next theres no pinching as far as the grip ridge goes but then i lose the nice smooth flow of the gray part from the extra control edges in it. on the other hand if i terminate the ends into two triangles at the end the gray part keeps its nice flow but then theres terrible pinching where the ridges in the grip meet the gray part.
i need help lol ive spent quite a bit of time trying to figure this out with no success
so for the high poly i can seperate out as much stuff as needed?
still a few areas im not happy with and then there will be some floating geometry added in for the bake as well