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mike670
04-30-2011, 03:40 PM
Hey there polycounters I just finished up this AUG I was working on and wanted to get some feedback!

High poly

http://dl.dropbox.com/u/3171544/wordpress_pics/render_hp.jpg

Textured

http://dl.dropbox.com/u/3171544/wordpress_pics/aug/aug.jpg

Wires

http://dl.dropbox.com/u/3171544/wordpress_pics/aug/aug_info.jpg

nordahl154
04-30-2011, 04:02 PM
Looks really nice! The high poly is also really clean.
1024x1024 is probably all you need though. I see some places in need of polygon reduction on the low-poly, too. It would probably be better to render the wireframe white, and preferably quads. I feel the butt of the gun could use some harder edges. Other than that not bad. :P

mike670
04-30-2011, 04:34 PM
Thanks nordahl154!

I cut down the texture to 1024 and it seems to hold up nice,I always seem to make textures too big:\

http://dl.dropbox.com/u/3171544/wordpress_pics/aug/aug_1024.jpg

also here is a better wireframe

http://dl.dropbox.com/u/3171544/wordpress_pics/aug/aug_wire.jpg

Which edges were you referring to? was it the area with the indent near the butt stock?

Perfectblue
04-30-2011, 04:44 PM
HP Model looks nice. What program did you model it in?

sltrOlsson
04-30-2011, 05:32 PM
The model and bakes looks good. Your material definition is of though. You metal looks like plastic and it have no weathering at all.

What have you thought of doing with this? Any particular directions you'r taking this?

nordahl154
04-30-2011, 05:52 PM
The spots that could use some polygon reduction:
(Messy handwriting from lack of recent practice :poly136:)
http://i.imgur.com/rAYhY.png

mike670
04-30-2011, 06:47 PM
@Perfectblue
I used 3ds max 2010

@sltrOlsson
now that you say that it does look like plastic, I'll try and work on that. Do you think that it might be that I made the specular highlights too sharp? or just not enough variation in lights and darks?

as for the direction here is what I'm trying to achieve

http://dl.dropbox.com/u/3171544/Photo%20de%20no%C3%ABl%20080.jpg

@nordahl154
Thanks for the paintover and beautifull handwriting ;p, ill go back and correct these

Cordell Felix
04-30-2011, 06:54 PM
yeah..i modeled the same exact one >_<
http://www.polycount.com/forum/showthread.php?t=77073

Feel free to use mine as reference, just don't steal anything :poly124:

nordahl154
04-30-2011, 06:58 PM
http://dl.dropbox.com/u/3171544/Photo%20de%20no%C3%ABl%20080.jpg

@nordahl154
Thanks for the paintover and beautifull handwriting ;p, ill go back and correct these

Okay, I guess it really is a bit round on the edges on the butt. :poly122:

Perfectblue
04-30-2011, 08:34 PM
Im curious. How did you approach modeling the coiled wire running from the sight (I am guessing spline with some modifiers but not certain). Also would it be possible to post larger versions of your flats?

mike670
05-01-2011, 08:51 AM
@Cordell Felix
haha thanks

@Perfectblue

yes sort of, I first made a helix spline and set the number of rotations and length and stuff to be correct, then I selected view in view port then converted to poly. Then I made another spline in the path of the wire and did a path deform and set the correct values there.

and just for you some larger flats

diffuse

http://dl.dropbox.com/u/3171544/wordpress_pics/aug/diffuse.jpg

Normal

http://dl.dropbox.com/u/3171544/wordpress_pics/aug/aug_normals.jpg

Specular

http://dl.dropbox.com/u/3171544/wordpress_pics/aug/spec.jpg


@sltrOlsson
How is this? looking more like metal?

http://dl.dropbox.com/u/3171544/wordpress_pics/aug/aug_new_metal.jpg

sltrOlsson
05-01-2011, 10:52 AM
Nope, i'm sorry but it doesn't. You got no variation what so ever in the texture. The scratches are just everywhere without any thought behind them. And they don't really look like scratches neither.

Same goes for the plastic parts. I think your gloss is to high on the metal parts to.

Mr.Racer445 just posted a brand new article/tutorial about exactly this. It's over at NGHS: http://www.nextgenhardsurface.com/index.php?pageid=racer445

It looks like you have some artifacts on you normalmap to..

mike670
05-02-2011, 06:45 PM
Thanks for the great link!

Here is an update, better?

http://dl.dropbox.com/u/3171544/wordpress_pics/aug/newnew.jpg

Perfectblue
05-02-2011, 06:50 PM
Mike670, here is another helpful texturing article (all on theory and practical application, not a step by step tutorial or anything) http://www.3dtotal.com/forums_frameset/index.php?e=http://www.3dtotal.com/tutorial/texturing_and_lighting/brief_consideration_about_materials/brief_consideration_about_materials_01.php