View Full Version : Workshop #04 - Polygoblin
Polygoblin
05-13-2010, 08:31 PM
Going to get cracking on this workshop in order to help me with my hard surface and high res modeling. Being able to compare workflows makes this very interesting and educational :)
Any tips on how to best present my model (for critiques AND for display) would be great. It is something I struggle with frequently.
*edit* - I should mention that I use Maya 2010 and ZBrush 3 - *edit*
http://i890.photobucket.com/albums/ac109/Polygoblin/V1.jpg
As you can see, I chose to go with the single-plane-extrude method because it seemed to make the most sense.
http://i890.photobucket.com/albums/ac109/Polygoblin/V2.jpg
Rounding things out, and trying to not get ahead of myself...
C&C is welcomed and much appreciated :)
Polygoblin
05-13-2010, 11:37 PM
SESO! SESO! SESO!
http://i890.photobucket.com/albums/ac109/Polygoblin/V3.jpg
Going to finish this piece off when I can get this dern' tail-end part right...
Graphix72
05-14-2010, 12:45 AM
Looks like you're progressing quite nicely. I'm looking forward to seeing how this turns out. At this time, I don't have any suggestions - you're still in an early stage - but your geometry looks clean. Nice work.
Polygoblin
05-14-2010, 10:05 AM
http://i890.photobucket.com/albums/ac109/Polygoblin/V4.jpg
I'm getting there, I think...
Polygoblin
05-14-2010, 01:25 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/V5.jpg
Almost finished with this piece...
Still got some work to do around the bolt, but a majority of the main curves are done.
Polygoblin
05-14-2010, 05:05 PM
I believe this part is done. Moving on...
http://i890.photobucket.com/albums/ac109/Polygoblin/V6.jpg
Grimm_Wrecking
05-14-2010, 07:15 PM
Before you move on I'd suggest re-checking your results vs your reference.
The left and right sides of the gun are not completely identical. Specifically around the bolt/action/ejection port. the reason its tapered down on the right is for the ejection port; lacking that on the left side theres no sever taper. Theres also no bolt cradle for the bolt handle on the left side.
[PDF] Winchester--Anatomy of a Bolt-Action Rifle (http://media.winchesterguns.com/pdf/om/model70_manual_om_s.pdf) <<-- In case you're wondering wtf I'm talking about.
It seems like you're trying to rush this instead of just working at a natural pace, and letting your speed develop over time.
Polygoblin
05-14-2010, 07:31 PM
Before you move on I'd suggest re-checking your results vs your reference.
The left and right sides of the gun are not completely identical.
It seems like you're trying to rush this instead of just working at a natural pace, and letting your speed develop over time.
Ahhhh, I see what you're saying :
http://i890.photobucket.com/albums/ac109/Polygoblin/oppositeBoltSide.jpg
Thanks for pointing that out :)
And if by rushing, you mean all the posts, then its just because I've had the past two days off ;) I wanted to start making a habit of uploading WIPs.
Polygoblin
05-14-2010, 09:26 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/V7.jpg
Fixed the side opposite of the bolt. Added screw grooves.
Sleep......
Polygoblin
05-17-2010, 03:23 PM
Okay, so maybe I was rushing :)
Trying to get faster as soon as possible, I missed a few details. I am realizing that I have to take my time for now. Rushing now, only to work backwards later, is not more productive ;)
http://i890.photobucket.com/albums/ac109/Polygoblin/V8.jpg
I am having trouble with the "grip design" on the end of the stock. I think I'm going to have to check out SyncViewS's .obj for a tip on how to address that. Thanks, Sync :)
Polygoblin
05-20-2010, 10:10 PM
Right Side
http://i890.photobucket.com/albums/ac109/Polygoblin/V9.jpg
Left Side
http://i890.photobucket.com/albums/ac109/Polygoblin/V9b.jpg
I've been cleaning up the mesh and blocking out the other main shapes. Its taking me a while, but I'm trying to be patient. Doing this workshop was a great idea. I'm learning alot!
Anyone know of any really good ways to get a wireframe shot in Maya (besides screen capture)?
As always, C&C is welcomed and appreciated :)
Polygoblin
05-21-2010, 12:56 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/V10.jpg
Working on the other shapes. I'll get back to it when I get home from work tonight. Mass Effect 2 will be hard to pass up, though ;)
Polygoblin
05-24-2010, 10:12 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/V11.jpg
Next, I have to focus on the barrel, action, and scope.
C&C is welcomed and appreciated :)
sneakymcfox
05-26-2010, 03:03 PM
lookin really good, keep it up
Polygoblin
05-29-2010, 12:50 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/V12a.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V12aWires.gif
http://i890.photobucket.com/albums/ac109/Polygoblin/V12b.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V12bWires.gif
Fixed the hard edge that used to around the grip. Cleaned up the topology and addressed lots of other little problems.
Still working on the scope and action. I'll show it when I get a little further...
Still looking for better ways to show off my wires, if anybody has advice ;)
kyle.rau
05-30-2010, 11:03 AM
Hey man it looks really good so far. I'm glad to see another maya user giving this a stab.
I'm really curious about your render setup....mind sharing secrets?
And check this out http://mayastation.typepad.com/maya-station/2009/10/smooth-wireframe-rendering.html :)
hope that helps
Polygoblin
05-30-2010, 01:52 PM
I'm really curious about your render setup....mind sharing secrets?
Thanks for the wireframe tip!
Its actually a very basic setup, really. Basic blinn material (with reflectivity OFF) and a THREE POINT LIGHTING SETUP (http://www.3drender.com/light/3point.html)* (Key light, fill light, and back light all done with Maya spot lights) works pretty good for me.
I render it using Mental Ray (on "Production" quality) and render a separate ambient occlusion pass (Maya standard AO preset). I multiply the two passes together in Photoshop and, bada-bing, its render-tastic!
* - I try to use lights that have contrasting colors. It tends to add alot of "flavor" (for lack of a better word) to the shot. Try experimenting with a light blue for your key light, and a soft orange for your fill light. Remember to keep the saturation low. Different colors will be better for different shots.
I should mention that I am not "in love" with this setup, and will be completely open to any other techniques you guys would like to share :)
kyle.rau
05-30-2010, 03:44 PM
Ah spot lights. I was doing basically the same but with point lights. I'll give it a go. I'm really trying to perfect my 3 point lighting set ups.
I don't know if you'll find this useful, but a technique I have been using recently is mental ray's sun and sky. (example: http://www.kylerau.com/wip/WIP1.jpg). I'm sure you know how to make it (button in the indirect lighting tab...). Then, you need a ground/backdrop. For my render, I made a cylinder and chopped off the top, smoothed the sides, making a studio lighting type of backdrop. Slap a lambert on it, but make it really really dark... almost black. I added a little orange/brown in it, but its basically black. Maya's sun really brightens up the lambert. Turn FG on, and play with the sun direction. The soft shadow was achieved by turning up the Shadow Softness on the mia_physicalsun node it created and messing with the samples.
Polygoblin
05-31-2010, 09:07 AM
Thanks for the tips, Kyle. I really like the way you get a showroom feel with that technique. I'll give it a look.
Thats some nice high res work, too :) You know the images in your thread are broken?
http://i890.photobucket.com/albums/ac109/Polygoblin/V15.jpg
Working the scope...
Polygoblin
05-31-2010, 08:51 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/V16.jpg
This scope is quite an obstacle! Having a tough time finding adequate reference. Chipping away at it, though...
C&C is always welcome and appreciated :)
kyle.rau
06-01-2010, 10:58 AM
I did not know that! They are fixed now.
Looking clean. The scope looks good, I bet the center part is tricky though. Have you attempting the grid pattern on backside of the shoulder pad on the stock?
A roommate of mine happens to have an airsoft replica of this gun (or something very similar), so I took a bunch of photos for you (including many of the optics). Let me know if you need any more. The offer will be good for only probably a couple days.
http://dim.blenderge.com/Images/Rifle_Images.zip
Polygoblin
06-02-2010, 05:16 PM
The scope looks good, I bet the center part is tricky though. Have you attempting the grid pattern on backside of the shoulder pad on the stock?
That middle part was a real toughie. Had to think about it for a while. As for the back-end stock grip, I tried it and failed miserably :) Put it off until later in hopes that I will find a better idea on how to address it. Thinking of floating it, but I wanted to avoid floating anything...
A roommate of mine happens to have an airsoft replica of this gun (or something very similar), so I took a bunch of photos for you (including many of the optics). Let me know if you need any more. The offer will be good for only probably a couple days.
http://dim.blenderge.com/Images/Rifle_Images.zip
Wow! That's fantastic, thanks :) When I read that you said it was an airsoft replica, I had no idea how similar it was! Looks like it hurts.
Oh, and be sure to post this package on the GAWS #4 Main Thread (http://www.polycount.com/forum/showthread.php?t=69113). I'm sure lots of other people will appreciate your effort :)
edit* - That middle part IS a real toughie. ;)
Polygoblin
06-04-2010, 04:08 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/V17a.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V17Wires.gif
http://i890.photobucket.com/albums/ac109/Polygoblin/V17b.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V17c.jpg
Just a little update on the progress of the rifle's scope and action...
kyle.rau
06-04-2010, 05:41 PM
Awesome! Loving the pyramid grip on the scope. Keep it up man :)
Polygoblin
06-05-2010, 10:51 PM
Quick update. Still lots to do...
http://i890.photobucket.com/albums/ac109/Polygoblin/V17d.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V19.jpg
Polygoblin
06-07-2010, 10:53 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/V20.jpg
Finished up the scope (barring any crits). Moving on...
Polygoblin
06-10-2010, 10:22 PM
Fixed a few things that were pointed out and finished up the muzzle break and action. I have a few more (extra) things I want to model, but for the most part, I'm wrapping this HP up :)
http://i890.photobucket.com/albums/ac109/Polygoblin/V21.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/muzzleBreak.jpg
Ref (C&C is welcomed and encouraged!)
Getting more camera angles is proving to be difficult. Maya keeps crashing when I run the AO pass :( Still working it out...
kyle.rau
06-11-2010, 12:34 PM
The muzzle break seems to taper off towards the end in the ref pic. Check your silhouette. Other than that it looks really good :) Looking forward to the final renders man.
Polygoblin
06-11-2010, 10:20 PM
Ahhh, thanks for pointing that out! I also reduced the center holes a bit. Looks MUCH better now :) Making the bi-pod and bi-pod connector area now.
I want a LEGO version (http://www.mocpages.com/moc.php/12970)...
kyle.rau
06-12-2010, 12:44 PM
Ha I ran across that lego thing a week ago. So awesome. I posted some refs for you on my thread btw.
Polygoblin
06-14-2010, 08:29 PM
The high poly is done, but.....
http://i890.photobucket.com/albums/ac109/Polygoblin/V23.jpg
Tri count is at about 1.1 million, right now. The full-smoothed version is about 2.6, but I can't get anything to handle it :poly127:
This is the only render angle I could manage to get*. Mental Ray keeps quitting on me ("Out of memory"), and even XNormal is giving me a "bad allocation" error. I suppose I will have to reduce the polycount drastically, so I can get some decent renders. I'm looking into some kind of "polygon cruncher" for Maya 2010 (to make it easy), but I've never used one before. Suggestions?
I really wanted to get some renders up today but I suppose this will have to do until I can find a solution...
*Note : To get this one render, I should mention that I split the scope and gun into two passes, and triangulated the meshes to deal with the stray ngons. This helps a bit, but not enough.
AlexanderL
06-14-2010, 11:24 PM
Looks great, it's too bad that you're having issues with the polygon count. I guess those rough grip patches probably add a ton of polygons.
kyle.rau
06-15-2010, 09:48 AM
Looks really great man! I hope you can get some sick renders out of that :( I have never had those problems....
Did you try exporting all your geo out as separate obj's and make a new maya file? Sometimes maya is picky you know?
What are your render settings btw? FG GI Rays etc...maybe mental ray is dying? And whats your comp specs?
Grimm_Wrecking
06-15-2010, 10:22 AM
Render in pieces and then composite in photoshop, and if it looks ok, win.
Make your render cam.
Just create->polydisk->asign a use background shader to it
Set up your lights.
Pick the piece you want to render. (scope)
render -> save targa (or something with layers and an alpha channel)
try to render the rest of the gun with the scope unsmoothed and hidden/unrednerable
photoshop, use the alpha channels to select everything but the part and delete, composite, win? As long as your not trying to get reflections from each part of the gun it shouldn't look bad. It's not perfect but its a work around.
Polygoblin
06-15-2010, 11:33 PM
Thanks for the suggestions, guys. Got home from work a bit ago and tried a few things, and finally got MR to cooperate.
Just in case anyone runs into this same problem, this is how to fix it:
If you go into 'Rendering' category and then Render>Render Current Frame options, you'll get taken into the MR render options. From here you can assign a fixed amount of memory so that MR doesn't run out, it should hopefully resolve the issue. (-"Ex-Ray" from GA.net)
It worked swimmingly :) Who'd a thought that a solution that simple would work? Still have to flash the BIOS, but the renders are still flying through quickly (under 20 seconds for AO pass).
- High Resolution AWSM .338 Sniper Rifle -
http://i890.photobucket.com/albums/ac109/Polygoblin/V24a.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V24b.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V24c.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V24d.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V24e.jpg
Hope you like ;)
Of course, C&C is always welcomed, encouraged, and appreciated.
AlexanderL
06-16-2010, 01:23 AM
Fantastic! I'm glad you got your problem fixed, it looks beautiful. Are you going to do a low res bake and texture map?
Polygoblin
06-16-2010, 09:23 AM
Thanks, Alexander. I am planning to get the lo res bake done, but I'm not sure if I will texture it or not. It's not exactly my strong suit :poly136: All the more reason to learn, right?
This lo res mesh should be a piece of cake. This is the first time I have ever modeled the high res BEFORE the low res, but I think I will do it this way from now on :) Everything seems much simpler when you already have the detail out of the way, and can focus on nothing but topology and the tri budget.
kyle.rau
06-16-2010, 10:43 AM
Awesome! I like the bipod you chose to do, and the folding stock is right on! Good work man keep it up :)
Polygoblin
06-25-2010, 01:19 PM
- Low Resolution AWSM .338 Sniper Rifle -
6,068 Tris
http://i890.photobucket.com/albums/ac109/Polygoblin/V25a.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V25b.jpg
Been working the low res. Pretty much finished, unless someone points something out. Time to unwrap and bake :)
kyle.rau
06-25-2010, 01:23 PM
Looks great. I really want to see how those normal's bake out. I'm doing my low poly and I don't know if I have too much geo or not. It looks like your bake will come out nicely though. Keep it up and post those bakes! :)
Polygoblin
07-03-2010, 10:26 AM
- Low Resolution AWSM .338 Sniper Rifle -
5944 Tris
1 - 1024 x 1024 Normal Map
http://i890.photobucket.com/albums/ac109/Polygoblin/V26.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/V26b.gif
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSM_normals.png
C&C Welcome!
Now, the textures....
CasperNilsson
07-05-2010, 09:06 AM
http://img31.imageshack.us/img31/8029/missingdetail.jpg
One little detail I miss on the rifle. Other than that great model!
Polygoblin
07-05-2010, 03:19 PM
Hmmmm, how did I miss that? Thanks for pointing it out :)
kyle.rau
07-06-2010, 01:36 PM
Wow your bake came out really well man!
I'm having a lot of troubles with my normal map baking :/ I was wondering what you did with your normals/edges to prepare for the bake? I get these weird long triangle shaped artifacts in my bakes...
Polygoblin
07-06-2010, 07:52 PM
Thanks :) I had to go back in to fix a few UVs that could be mirrored, and to add some other stuff I forgot about, but I will should have a final bake soon.
First off, are you baking in Maya? If yes, give xNormal (http://www.xnormal.net/1.aspx) a try. Its really easy to learn, bakes GREAT maps, and can handle LOADS of polys. It bakes much better than Maya (my opinion), and is much more stable. Lots of other artists live and breath xNormal. Did I mention it is FREE?! :)
As for the edges, did you set up the smoothing groups on your low res? If not, you need to smooth/harden all the edges accordingly. Go in and harden any edges that meet at 90 degrees (roughly). Also, the UVs should be split at these areas as well. Of course, if the edges meet at (or near) 90 degrees on your low res, but the high res is rounded, think about beveling that edge and keep the UVs connected.
Hope this helps, mate :) I'm a bit tired, so if this doesn't make sense, let me know, and I'll explain further.
kyle.rau
07-06-2010, 08:21 PM
cool. that makes a bunch of sense. i'm away from home right now but i'll give this a try when i get home!
btw i use xNormal like crazy. maya can give some really clean bakes out though, especially AO...you just need to grab a cold one and be patient haha :P
WCdesign
07-09-2010, 07:28 AM
Hi, first of all gr8 model i like it much but isn`t that uv layout too complex? I`m not so familiar with normals but when u will be painting textures wouldn`t be that a pain to paint that really small pieces? Is that a reason that they are so complex? I just curious why it is like that way, it definetly isn`t any critique :)
Polygoblin
07-09-2010, 11:10 AM
...wouldn`t be that a pain to paint that really small pieces?
Yes, it would! :) I have since gone in and mirrored a few things to help with that. There are parts that will have to be in lots of pieces to break up symmetry throughout the model, though. Thanks for the advice, mate :poly124:
Added RIS rails, and an emergency iron sight. Re-Stacking the UVs now...
Polygoblin
07-11-2010, 07:52 AM
- Low Resolution AWSM .338 Sniper Rifle -
6,296 Tris
1 - 1024 x 1024 Normal
1 - 1024 x 1024 AO
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSMShotA.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSMShotB.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSMShotC.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSMShotD.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSMShotE.jpg
Maps :
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSM_normals-1.jpg
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSM_occlusion.jpg
Since last bake:
-Mirrored a bunch of duplicate pieces to save UV space.
-Scaled all UVs up by about 10%.
-Added RIS rails (http://i890.photobucket.com/albums/ac109/Polygoblin/forend-rail.jpg)
-Added emergency iron sights (http://i890.photobucket.com/albums/ac109/Polygoblin/emergency_sights.jpg)
-Added bullet
-Added a few other minor details
Barring any major crits, this is my final bake. I will now focus on texturing and refining my other maps.
C&C is welcomed and much appreciated! :)
kyle.rau
07-12-2010, 05:41 PM
Would you mind posting up some shots of the lowpoly in the maya viewport without the normal map? I'm having some issues, and maybe seeing how your edges softness/hardness is would help :/
Polygoblin
07-12-2010, 06:53 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/V27FlatShad.jpg
Here are a few flat-shaded views. Hope it helps :)
kyle.rau
07-13-2010, 03:48 PM
hummmm. thats what mine is looking like, but you're not getting that weird triangulated, burnt looking, spots on your normal bake like i was. its from these:
http://dl.dropbox.com/u/7427381/forumstuff/triangulation.JPG
hummm...i have a couple things i'm going to try. thanks for the shots though it helped to know i'm on the right track! :) keep it up! can't wait to see this thing textured!
btw, did you split your uv's here:
http://dl.dropbox.com/u/7427381/forumstuff/splituvs.JPG
or did you do a sort of pelt UV's (what i did)
i could save a bunch of polys if i just split it up, and keep it a hard edge, but then texturing would be a pain and give me a bunch of visible seams.
sucks that the body is that green plastic, on most guns the metal edges you can get away with seams :/
Polygoblin
07-14-2010, 12:10 PM
hummmm. thats what mine is looking like, but you're not getting that weird triangulated, burnt looking, spots on your normal bake like i was. its from these:
http://dl.dropbox.com/u/7427381/forumstuff/triangulation.JPG
I did get a crazy bake from that area (especially in the AO). To help ease it a bit, I made sure all those faces were flat. You can also try adding an edge in there to help ease the stress between triangles (You won't need to re-UV).
btw, did you split your uv's here:
http://dl.dropbox.com/u/7427381/forumstuff/splituvs.JPG
or did you do a sort of pelt UV's (what i did)
i could save a bunch of polys if i just split it up, and keep it a hard edge, but then texturing would be a pain and give me a bunch of visible seams.
I did a mixture of both, actually. I kept the top surface attached
(but separated the "inner lip"), but split it in a few key areas to keep the whole UV shell from stretching too bad.
http://i890.photobucket.com/albums/ac109/Polygoblin/Untitled-3.jpg
You can see where I split the shell apart at the red lines.
Looking forward to seeing your progress, mate! :)
kyle.rau
07-14-2010, 06:28 PM
Awesome. That is what I have been mostly doing. I'm dorking around with adding those "support" edges to ease the stress on those triangles. Finally get some time to work on this! Will post updates soon hopefully! Thanks a bunch for all your help :)
Polygoblin
07-16-2010, 04:30 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSM_Diffuse_V1.jpg
Working on the texture atm. Still lots to do....
Polygoblin
07-16-2010, 11:12 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSM_Diffuse_V2.jpg
Starting the wear-n-tear. Going to add detail normals as I go. I still need to create the engravings and stuff too.
Polygoblin
07-18-2010, 11:52 PM
http://i890.photobucket.com/albums/ac109/Polygoblin/AWSM_Diffuse_V3.jpg
Starting to define each surface. Adding detail normals as I go....
Feedback is always welcome :)
AlexanderL
07-19-2010, 10:18 PM
Looking great! The render is pretty dark though, so it's hard to see. I'd brighten the lighting considerably to show off all the detail.
Polygoblin
07-20-2010, 09:21 AM
Thanks :) I will have to use Marmoset to show the realtime renders from here on out. I can't seem to find out a way to have more than one light in xNormal. I'm currently learning Marmoset toolbag, so I'll have some better shots up next update.
Polygoblin
07-26-2010, 07:56 PM
Sending this puppy through the critique gauntlet before I call it done. ;)
C&C is welcomed and appreciated :)
DaveSilver
07-27-2010, 12:07 PM
Wow great work Polygoblin. I just looked at the whole process and it looks incredible. I was wondering though, how did you get the texture on the Scope on the area it is supposed to be gripped? It looks great and I just wanted to know exactly what you did for that part.
Polygoblin
08-14-2010, 12:28 AM
Wow great work Polygoblin. I just looked at the whole process and it looks incredible. I was wondering though, how did you get the texture on the Scope on the area it is supposed to be gripped? It looks great and I just wanted to know exactly what you did for that part.
Thanks :)
Actually, I threw in edge loops and subdivided the mesh, while being careful to get the proper number of rows of little faces that were the right size as the bumps. After that, I selected all the faces I wanted to be bumps, and extruded them with "keep faces together" turned off. A few more extrusions (with "keep faces together" turned back on) gave me the little pyramids. Sucky thing is, it turns into a pretty dense mesh with all the subdividing, so you have to be deliberate with the edge loops. All these grips add up ;)
Let me know if this doesn't make sense, and I'll explain further :)
Had to restart my maps at 2048 :( My maps' resolution wern't doing my high res justice. Oh well, you live and you learn. It's looking alot better, though and I will post updates soon.
kyle.rau
08-14-2010, 12:33 AM
It was looking a little low res, but it is coming out great. The bipod and the folding stock add so much to the model. Try using an unsharp mask on your texture before exporting, and using marmo's sharpness post process option...they will help the details of your texture :) Keep it up!
Polygoblin
08-16-2010, 12:58 AM
Thanks-a-million, Kyle :)
Decided to re-do the maps on my rifle at 2048 (double the previous resolution). After alot of re-work BS, here's what I got...
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V7a.jpg
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V7d.jpg
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V7c.jpg
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V7b.jpg
*1024 shots for comparison, if needed*
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V6c.jpg
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V6b.jpg
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V6d.jpg
I think it was worth it. Still have lots to do, but it seems like a good spot for a progress report. Feel free to offer any C&C
kyle.rau
08-16-2010, 09:15 PM
Sharp! Huge improvement. Maybe add some more smaller details lets scratches, scuffs, worn areas. I found that in the diffuse, its mainly solid colors and less "texture" and the spec brings it way out. Check out the guns that came with the old marmo toolbag, the links on are in the only marmo thread at the top I believe. They come with the textures and they help a lot.
Looking good though man, keep updating! :D
Polygoblin
08-24-2010, 12:47 AM
Thanks for the suggestion, Kyle :) I dedicated some extra love to the spec, and you were right. You get alot of detail there.
It's taken me quite a while, but I'm happy with what I got. Learned an awful lot, and will have a much better idea of how to prepare my model for texturing next time.
Hope you like :)
AWSM Sniper Rifle - 6092 Triangles
2048x2048 Diffuse, Normal, Specular
http://db.tt/XRoarjo
I'll have more views, and a full breakdown, when I get the chance.
Crits are welcome, but I'm not going to touch anything further, unless it's absolutely needed.
Polygoblin
08-27-2010, 11:51 AM
Got some good feedback, so I decided to tweak some things.... again :p
Update:
http://dl.dropbox.com/u/8508552/AWSM_Diffuse_V12.jpg
Polygoblin
08-28-2010, 09:02 AM
Hello there!
http://dl.dropbox.com/u/8508552/Beauty.jpg
http://dl.dropbox.com/u/8508552/wires.gif
http://dl.dropbox.com/u/8508552/Breakdown.jpg
http://dl.dropbox.com/u/8508552/HiRes.jpg
http://dl.dropbox.com/u/8508552/HiResScope.jpg
Thanks for taking the time to view my post :)
-Ben
antonfaa
10-03-2010, 04:15 AM
idk why but i just think i jizzd my pants
Polygoblin
10-13-2010, 08:53 PM
Lol! Thanks, I think :)
Anxious_Tiger
04-17-2011, 10:44 PM
Very helpfull Wips..Thnx for Shaering ur Wrkkflow Step by Step... :D
Prophet
07-04-2011, 03:42 PM
Love it! Very nice work. Btw, can anyone share a tutorial for this viewport renders? Pretty good stuff. :)
Polygoblin
07-06-2011, 07:33 AM
@Anxious_Tiger - Your welcome! Glad you found it helpful :)
@Prophet - It's pretty standard Maya Mental Ray renders with a blinn shader for the high res. You can get loads of great free introduction to MR tutorials on the subject over at Digital-Tutors (http://www.digitaltutors.com/11/training_search.php?searchString=maya+mental+ray). For the low res, I'm using Marmoset Toolbag with basic lighting and material settings. Hope this helps, mate :)
Zornx
07-29-2011, 02:42 AM
whoaw amazing great work and nice to see it all come together in the end :) and great to see all the wips :)
any idea how many hours you spent on it total? approx ofc
pumbaa
08-01-2011, 12:55 PM
Really sweet stuff there Polygoblin
cdavidson
08-01-2011, 06:17 PM
top marks chap.
Polygoblin
08-02-2011, 05:24 PM
@Zornx - Way too many hours, but that's okay. I was learning alot so I took my time to do everything proper.
Thanks guys
tremulant
08-15-2011, 06:15 AM
Very nice work man!
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