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College student making a Sniper showcase

Hello Fellow polycount members,


this is my first time posting my work. I made this high poly sniper to try my skills in max since i worked in maya for 1.5 years. and a friend recommended to try max aswell, as a result i created this.

I'm still learning hard surface modeling and how to get better at rendering with v-ray. its always welcome to get feedback on work. so please give me nice/evil feedback. either with video's that explain more in depth hard surface or just tips on how to improve.

:)Thanks in advance!:)

Replies

  • luge
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    luge polycounter lvl 12
    Well, my main question is, are you trying to model this for a game engine? Because if you are, then when you go to bake this to a low poly mesh, it will not bake well in most spots. You have a lot of very sharp edges that will not read properly. You also have some edges that seem too soft, like the back of your scope where your eye meets up with the back. Here is a good image to show what i mean: NormalMap?action=AttachFile&do=get&target=normal_edge_thickness.jpg
  • DWalker
    The scope & ring mounts are very atypical; are you working from a reference?

    Ring mounts with a thumb-screw have it on only one side, and there is always a base that rests against the rail. The inner ring ALWAYS fits tightly to the scope - yours have a distinct space between the mount and the scope.
    BU420531.gif

    Almost all optical scopes are a series of cylinders & truncated cones - yours has a distinct curve along the tube closest to the eyepiece.


    The picatinny rails & bullets don't seem to have the correct dimensions either. When modelling real - or even realistic - objects, you really need to have accurate dimensions & references. The human eye is quite good at spotting things that are 'wrong' with familiar objects.
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