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QJY-88 Chinese light machine gun

Hey guys, this is what I have been working on for some days now, I feel like it's done, though I am looking for some feedback.

This chinese lmg is 5.850 polys and 11.567 tris. Texture size are 4k x 2k, and will be reduced for in-game use to 2k x 2k.

This first person QJY-88 is going to be used in a fps PC game.

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  • beefaroni
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    beefaroni sublime tool
    No crit yet so I figured I'd get the ball rolling.

    1. Your material definition isn't quite there yet. Check out stickgunner (https://www.flickr.com/photos/stickgunner/). Study all of his weapon photos. Everything that is worn metal is flat right now when there should be some spec highlights popping in some places.

    2. I see that you have about 11,500 tris. That's way to high for the level of detail shown. You should check out Tor Frick's Wolfenstien Art Dump (and the other Wolfenstien dumps as well). I forget where, but they had a breakdown of the weapon polycounts. I believe they shot for ~9000 for the first person weapons and the detail of those was incredible.

    3. I think part of the problem with the material definition may stem from the high poly model. All of your edges look really tight and I do not think that they baked down really well. There's an image floating around that I hope someone links but it basically says that you need to make your edges twice as wide (maybe its 2.5x) as they are in real life. This ensures that the normal map has enough data to produce a nice curve as well as reflect some nice highlights.

    4. I think you may get more critique if you both post your high poly model, low poly wireframe, and reference images. That way people don't have to hunt outside of this post in order to give you feedback. Sounds a bit silly but people want to see content without having to go anywhere. If you give tons of images of ref and work in progress, people will be more likely to give you feedback.

    Good luck with the game and any revisions!!

    Edit: Boring part of tutorial so I searched for the weapon thing I mentioned. It was actually PAnick's thread, not Snefer.

    http://www.polycount.com/forum/showpost.php?p=2090365&postcount=51

    Edit 2: Also consider using a external image hosting site (imgur, dropbox, etc) to showcase your work. Attachments are alright but they require another mouse click. If all images are just inserted they can all be viewed in the same post.
  • MasseStartCorpo
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    Thanks for all those advices man ! I'll work on the material definition more, and I'll follow your tip about external websites.

    If you're interested in seeing the high poly and the bake of the model, here there are:

    High poly: http://imgur.com/AjSIAo1
    Low poly bake: http://imgur.com/LNwbsVt

    About the tri-count being high, I doubt it is considering the tri-count of Call of Duty lmgs, ranging from 15k to 30k.

    I am new to polycount so yea, I don't really know how it works and all, you are my first reply ever and it's really nice to see how usefull it was, thanks a lot !
  • MasseStartCorpo
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    beefaroni wrote: »
    No crit yet so I figured I'd get the ball rolling.

    1. Your material definition isn't quite there yet. Check out stickgunner (https://www.flickr.com/photos/stickgunner/). Study all of his weapon photos. Everything that is worn metal is flat right now when there should be some spec highlights popping in some places.

    2. I see that you have about 11,500 tris. That's way to high for the level of detail shown. You should check out Tor Frick's Wolfenstien Art Dump (and the other Wolfenstien dumps as well). I forget where, but they had a breakdown of the weapon polycounts. I believe they shot for ~9000 for the first person weapons and the detail of those was incredible.

    3. I think part of the problem with the material definition may stem from the high poly model. All of your edges look really tight and I do not think that they baked down really well. There's an image floating around that I hope someone links but it basically says that you need to make your edges twice as wide (maybe its 2.5x) as they are in real life. This ensures that the normal map has enough data to produce a nice curve as well as reflect some nice highlights.

    4. I think you may get more critique if you both post your high poly model, low poly wireframe, and reference images. That way people don't have to hunt outside of this post in order to give you feedback. Sounds a bit silly but people want to see content without having to go anywhere. If you give tons of images of ref and work in progress, people will be more likely to give you feedback.

    Good luck with the game and any revisions!!

    Edit: Boring part of tutorial so I searched for the weapon thing I mentioned. It was actually PAnick's thread, not Snefer.

    http://www.polycount.com/forum/showpost.php?p=2090365&postcount=51

    Edit 2: Also consider using a external image hosting site (imgur, dropbox, etc) to showcase your work. Attachments are alright but they require another mouse click. If all images are just inserted they can all be viewed in the same post.


    Thanks for all those advices man ! I'll work on the material definition more, and I'll follow your tip about external websites.

    If you're interested in seeing the high poly and the bake of the model, here there are:

    High poly: http://imgur.com/AjSIAo1
    Low poly bake: http://imgur.com/LNwbsVt

    About the tri-count being high, I doubt it is considering the tri-count of Call of Duty lmgs, ranging from 15k to 30k.

    I am new to polycount so yea, I don't really know how it works and all, you are my first reply ever and it's really nice to see how usefull it was, thanks a lot !
  • Kroma!
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    Kroma! polycounter lvl 9
    beefaroni wrote: »
    3. I think part of the problem with the material definition may stem from the high poly model. All of your edges look really tight and I do not think that they baked down really well. There's an image floating around that I hope someone links but it basically says that you need to make your edges twice as wide (maybe its 2.5x) as they are in real life. This ensures that the normal map has enough data to produce a nice curve as well as reflect some nice highlights.

    Credit to Racer445:
    NormalMap?action=AttachFile&do=get&target=normal_edge_thickness.jpg
  • beefaroni
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    beefaroni sublime tool
    Yep, that's the one.
    About the tri-count being high, I doubt it is considering the tri-count of Call of Duty lmgs, ranging from 15k to 30k.

    It's too high for the amount of detail in this model. I noticed you modeled some of the super shallow bolts out on the gun. These could be normal mapped!

    I think you should search around the pimping and previews for some weapons and see the crits and workflows on them.

    Check out this video. Look how much detail was put in through the normal map rather than wasted geo.
    [ame="http://www.youtube.com/watch?v=UHa-h2S-NNY"]Complete nDo2 Breakdown - The AK - YouTube[/ame]

    Also, there are smoothing errors in the model.

    Unless you are under a serious time crunch, you should re-do this model. There are a lot of parts that need fixing and I think that with a better approach, you will have a model that looks MUCH MUCH better!
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