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low_seb's Avatar
Old (#1)
update:
hello

practicing the hard surface , not the most difficult choice but its a start
the M1 carbine

or I am so far,I got some pinching in the handle and I can not eliminate this







thanks for viewing

Last edited by low_seb; 07-10-2012 at 01:26 PM.. Reason: update
Offline , spline, 133 Posts, Join Date May 2011, Location belgium  
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jackalope's Avatar
Old (#2)
can you show the wireframe of where its pinching?
Offline , triangle, 264 Posts, Join Date Sep 2010,  
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low_seb's Avatar
Old (#3)
little update ,gunstock is done but with more detail comes more issue



and wires of issues


thanks
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low_seb's Avatar
Old (#4)
update ,almost finish

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low_seb's Avatar
Old (#5)
little update
Offline , spline, 133 Posts, Join Date May 2011, Location belgium  
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low_seb's Avatar
Old (#6)
ready for sculpt ,any crits before I start sculpting?

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low_seb's Avatar
Old (#7)
done for the low poly and unwarp , after a baking test ,I have few question
I had lost of issue on my baking ,after some search on polycount I follow all advices for nice hard surface baking (split uv at every hard edges and smoothing group)

but now I have no idea how texture this one ,because I have got lot of seams
any advices ?

thanks

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ysalex's Avatar
Old (#8)
I'm not a gun guy but I think the high-poly is looking nice and your bake turned out well, so all that's left to mess up is the textures and the materials. It seems like there might be too many polys in the body of the thing, and at 7.5K's, you might want to consider ratcheting down that number.
Offline , polygon, 735 Posts, Join Date Aug 2011, Location Seattle  
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low_seb's Avatar
Old (#9)
thanks ,I tried to reduce the polycount ,its 6400 tri now
I have planned a little damage sculpt pass before the final bake
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low_seb's Avatar
Old (#10)
tetxure update

rebake from mudbox ,and correcting some issue
I need a little help for pushing the texture ,for me its done but its yet a little flat
any advice or crtits

thanks
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respawnrt's Avatar
Old (#11)
I looked a bit over your model and i noticed you have too many tris were you dont' need them.A couple examples :
Offline , triangle, 492 Posts, Join Date Dec 2011, Location Romania, Bucharest  
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Boyso's Avatar
Old (#12)
Just to let you know, iirc there is no bayonet lug on the M1 Carbine, only on the M2s.

Also, it seems to be quite thin.
Etienne Boisseau - http://ArtbyBoyso.ca
Offline , spline, 222 Posts, Join Date May 2011, Location Montreal Send a message via Skype™ to Boyso  
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low_seb's Avatar
Old (#13)
little texture update on the metal,added some rust and dirt
still some work on the wood

@respawnrt : I reduce a little bit the polycount ,its 6400 tris now



@Boyso ,yes my main ref is a m2 apparently and its indeed a little thin ,I use only a side ref in 3dsmax (bad I know) ,I tried to enlarge a little ,its better now?




any crits or advice on the texture?
thanks
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Bek's Avatar
Old (#14)
Texture looks great to me, awesome job.
Offline , polygon, 504 Posts, Join Date Jun 2012, Location Australia  
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respawnrt's Avatar
Old (#15)
I'm glad you reduced the polycount.As for the wood texturing it looks ok maybe look at this polycounter's work, Milenia.He does some cool wood texture work
http://www.polycount.com/forum/showthread.php?t=100984
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Blaisoid's Avatar
Old (#16)
wood grains might be too small. at least most ref pics i looked at had bigger grains.
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low_seb's Avatar
Old (#17)
@respawnrt ,thanks for the link ,very helpful tutorial
some refinement on the wood an its done for me
@blaisoid ,yes indeed maybe too small when I look again my refs ,but I want to move on and

final

details



thanks for viewing
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