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[WIP] Mann .25 Pistol

polycounter lvl 11
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keelhauler polycounter lvl 11
Hey everyone, first time posting work here and all that.

Been building this pistol for a while. Currently working at the bakes from high to low. Low poly model stands at 1576 tris. Any help and feedback would be great before I start to texture this.

Ref:

Mann_ref.jpg

High Poly:

Mann_hp1.jpg
Mann_hp2.jpg

Low + Wires:

Mann_lowres_wires.jpg

Low + NM + AO:

Mann_lowres_nm_ao.jpg


Did I say crits and feedback more than welcome. Thanks for watching.

Replies

  • Nomad6
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    Nomad6 polycounter lvl 4
    That is one fugly pistol you got there. Pretty solid work so far.
    Crits:
    - In your model, the barrel (i'm asuming that cylinder thingy is the barrel) is wider than the slide (the top part of the gun) so you have the edge of the barrel sticking out the side of your slide.
    In your ref, the slide is a tad wider then the barrel.
    I would make the slide (or even the entire body) of the gun a bit wider.

    Other than that, i'd say you're well on your way. Hope it helps
  • zeezee
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    zeezee polycounter lvl 8
    When you bake your normal map(assuming you're baking it in xnormal), do you export your lowpoly model with different smoothing groups, or just the average normal setting? Do you think you can show us a screenshot of your highpoly model with the lowpoly cage? I'm also working on a gun, but currently having some problem the normal map at hard edges. I wonder if there's a good way to bake the normal without chamfer on some of the hard edges, because I want to keep the tri count lower too. Thanks.
  • Ravanna
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    generally anything over 60 degrees you use a new smoothing group, or just if you find it works better.
    Also in xnormal, always use "exported normals". that whole average normal thing isnt really helpful.
  • keelhauler
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    keelhauler polycounter lvl 11
    @Nomad6: Thanks, made the body wider and helped at finding problems with the barrel and front also.


    @zeezee: Yes, I'm using xNormal and smoothing groups are the same as the uv islands. uv borders follow 90 degree edges , otherwise hard edges or what works as Ravanna said.

    Here is the cage on some exploded parts from the highpoly:

    Mann_cage.jpg
  • Olli.
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    Olli. polycounter lvl 8
    yep lookin pretty clean so far!
  • Harry
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    Harry polycounter lvl 13
    Nomad6 wrote: »
    That is one fugly pistol you got there.


    pft, closed minded. This kind of attitude only puts this guy at an advantage for tackling unique subjects when everyone else is too scared it'll look ugly.

    I love it, pretty much all the .25 pistols own. .32 is good too.
  • AlanSMitchell
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    AlanSMitchell polycounter lvl 14
    looks like a solid bake to me looking forward to the texture.
  • sltrOlsson
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    sltrOlsson polycounter lvl 14
    Funky little gun! Any spectacular plans for it? Or do you aim for realism on this?
  • keelhauler
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    keelhauler polycounter lvl 11
    @sltrOlsson: Realism first, but will be thinking ways to add personality to it.
  • Nomad6
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    Nomad6 polycounter lvl 4
    Harry wrote: »
    pft, closed minded. This kind of attitude only puts this guy at an advantage for tackling unique subjects when everyone else is too scared it'll look ugly.

    I love it, pretty much all the .25 pistols own. .32 is good too.

    I never said he shouldn't make it. I'm glad people make very unorthodox weapons. Always a nice change from the more common ones.
    Calling me closed minded because my oppinion about a weapon goes against yours is just unnecessary.
  • Aga22
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    Aga22 polycounter lvl 11
    mm nice gun. this will fit nicely in my garters. good work!
  • keelhauler
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    keelhauler polycounter lvl 11
    Itty Bitty Update: Addded the logo and magazine release detail to the High Poly. Feeling good about starting to texture next.

    Low + NM + AO:

    Mann_lowres_nm_ao_update1.jpg

    Ps. Had to add the new Marmoset logo. So Nice.
  • keelhauler
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    keelhauler polycounter lvl 11
    Update: First pass at texturing. Base texture with some magic from nDo2.
    Some small details still missing, like the round logo at the back. Not sure should I add the brownish tint to the plates that is on some photos. Next thing would be adding wear and tear to the gun.

    As always, questions and feedback is much appreciated.

    Low + NM + DIFF + SPEC:

    Mann_lowres_nm_ao_update2.jpg

    Flats:

    Mann_flats_update2.jpg
  • keelhauler
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    keelhauler polycounter lvl 11
    Update: Scratches scratches everywhere.
    So here is the first go at making some wear and tear to the pistol.
    Some toning down needed here and there maybe. Too much? More? What do you think?

    Low + NM + DIFF + SPEC:

    Mann_lowres_nm_ao_update3.jpg
  • Nomad6
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    Nomad6 polycounter lvl 4
    I was wondering what kept you ;)
    A step in the right direction but i think it's a bit to much.
    Toning down the diffuse and increasing them in your specular would help (Aspecially the edge scratches are to much).
    You should look up some reference.
    You can mess around with your normals a bit aswell.

    The plastic part of the grip needs more dirt to.
    Some fingerprints and larger smudges around the parts where you would manipulate the weapon (trigger, slide, magazine, grip, etc) might work well to.

    I wanne see where this goes ^^
  • keelhauler
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    keelhauler polycounter lvl 11
    @Nomad6: Good points, thanks. Most of the scratches are in the specular. Will try to tone down the specular and erase them a little bit.

    I feel the weakest part is the plastic grips at the moment. Looks all too new and clean.
  • RobeOmega
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    RobeOmega polycounter lvl 10
    Looking awesome so far!
  • Tim270
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    Tim270 polycounter lvl 6
    Nice work so far!
    https://dl.dropbox.com/u/7204418/polycount/mann.25/Mann_ref.jpg
    Imo your ref is prefect for the scratches, nice subtle wear, I would darken the scratches/less opacity in the diffuse then reduce a bit in the spec too as they are too strong right now. As for the plastic some subtle browns and slight dust/dirt between the diamonds will go a long way.

    The selector scratch/wear I would also make more a wedge or a V shape, although I am not sure if that is authentic or not for the weapon.

    Either way good job thus far :)
  • keelhauler
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    keelhauler polycounter lvl 11
    Thanks for the feedback.

    Weakened the scratches and worked on the plastic. Not sure should I call this done, but pretty happy with it.

    Mann_lowres_nm_ao_update4.jpg

    The selector scratch is from this ref.

    Mann_ref2.jpg
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