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Another KRISS vector (gun)

I have been meaning to post this a few weeks ago but haven't had the chance.

When I started on this I didn't know that so many others have modeled it as well. I will be making things other than guns after this, so please don't think i'm going to model only guns.

I have been following it as close to the real thing as I can, as I don't like it when people make things a little different because it's easier and they don't follow their reference good enough.

I might make a suppressor. extended mag, and sight latter.

Also I would like to know about the range the tri count on something like this would be on current gen games?

I want to get as much feedback as I can on the high poly before moving on to the low poly.

So please speak your minds, I would like to know what you think can be improved.

0m2x.jpg
p4l6.jpg

Replies

  • Oniram
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    Oniram polycounter lvl 16
    solid high res! should bake very nicely. id say shoot for something like 15-20k tris on your low-res if you're shooting for something current.
  • Bek
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    Bek interpolator
    Nice, diamond iron sights too. I've been working on one of these on and off for awhile now, and I can't spot any big inaccuracies. Can you actually see through the ejection port and out a gap near the charging handle? It seems you can in some pictures I've seen but I'm not sure how practical that would be.

    Also, do you have any non blurry references of the ejection port? I couldn't seem to find any so I'm unsure what to model there.
  • MHstudios
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    Thats what I was thinking for the tricount. Thanks for the note.

    Yeah you can see righ through the ejection port. It's that way on the real thing as far as i can tell.
    I do have the bolt in there, it doesn't look to good but it fills the spot. I'll post a render of it latter.


    It t me a really long time to find the reference pictures that i have onthe bolt and sights. I can send you them if you want.
  • Bek
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    Bek interpolator
    That would be really helpful. I can zip up my references too but there's probably nothing you haven't seen yet. For accessories I've got planned an EOtech xprs3, Aimpoint H1, kriss barrel shroud, tac light, magpul ubr stock... maybe the osprey .45 suppressor. I can send refs for those too; although you probably wouldn't want to do the exact same setup. I've already got the extended mag and ubr stock so there's already some pretty big differences, and I won't be making much progress anytime soon.
  • ZacD
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    ZacD ngon master
    Looks good, nice and chunky. Details should bake well.
  • MHstudios
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    Hey thanks.

    Yeah I haven't decided on what i'll be making for accessories. Right now I'm only going to be working on the gun and basic things that will be going with it. And i'll have all the textures for that on one map. And any accessories will be on another.

    I'll have to get the pictures off my other computer, then I'll send them to you.

    As of right now I don't need any more reference. But thanks for the offer.
  • MHstudios
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    Heres an update. I stoped working on it after the high poly, but got back going a few weeks ago. 11,903 tris, a bit lowwer then what I was thinking it to be, but I guess thats a good thing.

    hn0VKRS.jpg
  • MHstudios
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    Here's a little update. Only the diffuse map used for spec.

    I still have lot more work to be done. I'm working on the metal parts right now, and then will move on to the plastic.

    XofHBaV.png
  • Gazu
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    Gazu polycounter lvl 12
    This Weapon will look very good when the whole maps are applied.
    Let us know!
  • MHstudios
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    Hey! thanks.

    Does any one think that this may be good enough for a portfolio? (when it's done ofc)
  • NegevPro
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    NegevPro polycounter lvl 4
    I think it would be a pretty solid portfolio piece, the modeling seems very clean. Just remember to put at least an equal amount of time and effort into the materials since clean modeling is only half the battle!
  • Shrike
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    Shrike interpolator
    Its a little off topic, but imo the weapon does not look aesthetic in its current form.
    The modeling and bake sure is very nice, but the version you choose has no nice proportions.

    The long magazine is missing, which unbalances the whole thing a lot, and the front barrel is pretty ugly in its default form imo. Im sure people at treyarch said the same, and thats why they have a totally different barrel in black ops 2.

    If you added a silencer, the visual balance would be restored, and lead to a way better overall appearance. You will inevitably be judged for the design, and if its for portfolio I would certainly consider that. A silencer is very little effort for someone of your modeling level anyways. If not, try atleast doing the extended mag, it is its signature, and proportions do not look appealing without it.

    I dont know if that sounds spanish or not, but visual balance is something you can basically measure and is not really up to personal preference, its basically preference of the human race if that makes sense.

    The magazine counterweights the horizontal layout, and the silencer would counter-weigh the stock. Without those features, its more of a block if you want so, making it look a lot less appealing and have no real dynamic.

    http://www.thespecialistsltd.com/files/kriss_vector_e.jpg
  • Dimfist
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    Dimfist polycounter lvl 8
    That's a clean ass hi-poly. Looking good at low as well cant wait to see it textured!
  • MHstudios
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    Hey thanks every one!

    Real good tip there Shrike. I was planing on making the meg, suppressor, and for grip after finishing the gun, also i'll probable make a stand alone EOD sight latter.

    The reason I didn't incorporate it into the main mode is because everyone has done it and I kinda like the look of the basic gun with the custom KRISS sights. But then again that's my personal preference, but I guess it doesn't really matter.

    I have been spending a lot of time on the textures, probably close to the time it took to model it. But texture are my week point and I'm not very fast at em.

    I think I'll take a little break after finishing this project. I really want to work on something other then guns, and I'm not getting very much fun out of texturing and I was getting a little sick of it.

    I do have a big update but I'm at my families place right now so I'll have to get to it when I get back.

    My uncle just bought a EOD sight so i'll be taking a bunch of reference pictures and I might be able to pass them along.
  • MHstudios
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    Here's another update!

    I really want to be done with this project but if you think I need to work on the textures more, I will.

    Please give any feedback you can, I'am looking to improve my skills as much as possible.

    Also does anyone think this is worthy as a portfolio piece? (I know I asked before)

    7mf44AJ.jpg
  • GrungyStudios
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    GrungyStudios polycounter lvl 8
    Solid. Good work.
  • Nam.Nguyen
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    Nam.Nguyen polycounter lvl 9
    MHstudios wrote: »
    Here's another update!

    I really want to be done with this project but if you think I need to work on the textures more, I will.

    Please give any feedback you can, I'am looking to improve my skills as much as possible.

    Also does anyone think this is worthy as a portfolio piece? (I know I asked before)

    7mf44AJ.jpg

    don't be rush, you almost there.
    you have a very good diffuse base, but Spec and Gloss map need more work, they need to be more contrast to break up the surface specularity, and some more edge highlight, scratches,...

    here is a great tutorial ( you could skip in to specular section to see how it gonna make you texture pop )

    [ame="http://www.youtube.com/watch?v=m8oC1HsjOgk"]Weapon creation tutorial - Part 4, final (Texturing) - YouTube[/ame]
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