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M37 Shotgun Model

polycounter lvl 11
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sziada polycounter lvl 11
I made this over the weekend, yes I am aware that there is a tutorial on how to make M37 shotgun, but this was entirely on my own, using different techniques from what the tutorial did, I just thought making my own version would be cool thing to do. :)

M37PortFolioImage.jpg

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  • RobeOmega
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    RobeOmega polycounter lvl 10
    17797 Polys seems like a like bit too excessive for this model.

    The wood looks a little too clean at the moment also.
  • Low
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    Low
    Too much poly's and your textures all look like procedurals.
  • nathanbarrett
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    nathanbarrett polycounter lvl 6
    Is that the low poly or high poly?
  • sziada
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    sziada polycounter lvl 11
    Low wrote: »
    Too much poly's and your textures all look like procedurals.
    yup 17, 000 up, I know it's pretty high, but games, like gears of wars has had more than that, some of their models had up to 30 000 or more. As long as the engine can take it, it should be fine, I guess the only downside, is more memory is required. :icon60:
  • respawnrt
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    respawnrt polycounter lvl 8
    ^this does not make any sense, and post wires.
  • Snader
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    Snader polycounter lvl 15
    This model is not 'fine'.

    It doesn't need near that many polygons because it's a rather simple shape. Don't make excuses. Anything you waste 'because the engine can handle it' takes resources away from other parts that could have been improved, such as other models, shader complexity, physics, render distance, or just a smoother framerate.

    Waste is waste, no matter the hardware specs.
  • nathanbarrett
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    nathanbarrett polycounter lvl 6
    I also did a M37 Shotgun the past few days, from the tutorial I think you're talking about.. My model is:
    4,132 Tris
    2,198 Verts

    17,000 is way too much for a game. Did you not bake out a normal map from the high-poly and optimize that down to a low-poly?
  • sziada
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    sziada polycounter lvl 11
    I also did a M37 Shotgun the past few days, from the tutorial I think you're talking about.. My model is:
    4,132 Tris
    2,198 Verts

    17,000 is way too much for a game. Did you not bake out a normal map from the high-poly and optimize that down to a low-poly?

    I never made a normal map for this, I only used a diffuse for this render
  • sziada
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    sziada polycounter lvl 11
    Snader wrote: »
    This model is not 'fine'.

    It doesn't need near that many polygons because it's a rather simple shape. Don't make excuses. Anything you waste 'because the engine can handle it' takes resources away from other parts that could have been improved, such as other models, shader complexity, physics, render distance, or just a smoother framerate.

    Waste is waste, no matter the hardware specs.
    You have a point, I am going to try and optimize it better tonight
  • sziada
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    sziada polycounter lvl 11
    Alright I managed to get the model down to 8000 polys, I am work on the new textures ATM, I shall have new renders soon
  • Reale
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    Reale polycounter lvl 6
    There is a reason why tutorials are out there... so you follow and learn from them - not to look at them and do the opposite.

    why dont you see if you can follow the tutorial first and get the same result and then do something on your own after...

    all in all, I would suggest you should watch the tutorial as you personally would benefit massively from it.
  • sziada
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    sziada polycounter lvl 11
    Alright, I have updated my model, I have optimized it more, as well I have done a total re-texture of the weapon
    M37-PortFolio-Image.jpg
  • z3phon
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    z3phon polycounter lvl 12
    Could you post wireframes too.
  • sziada
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    sziada polycounter lvl 11
    z3phon wrote: »
    Could you post wireframes too.

    Yup
  • Wentzel
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  • Spiffy664
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    Spiffy664 polycounter lvl 6
    the texturing and shading gives it a very flat look, not a lot of value shifts throughout. If you want realistic style, look at a lot of photographs of both guns and things simply made of metals. Observe where they get worn, damaged, scraped, etc. If you want the gun to have a hand painted style, reference other hand painted texture sheets and paintings of things that are metal / wood / etc. (a lot of fine examples here on polycount).

    Also, as people noted, 17,000 is absurd for a rather simple gun :D a lot of the smaller details like rivets belong in a normal map, 8000 is better but still high with the current level of detail.

    keep it up, looks good so far.
  • sziada
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    sziada polycounter lvl 11
    Spiffy664 wrote: »
    the texturing and shading gives it a very flat look, not a lot of value shifts throughout. If you want realistic style, look at a lot of photographs of both guns and things simply made of metals. Observe where they get worn, damaged, scraped, etc. If you want the gun to have a hand painted style, reference other hand painted texture sheets and paintings of things that are metal / wood / etc. (a lot of fine examples here on polycount).

    Also, as people noted, 17,000 is absurd for a rather simple gun :D a lot of the smaller details like rivets belong in a normal map, 8000 is better but still high with the current level of detail.

    keep it up, looks good so far.

    I know, thanks for the advice as well
  • sziada
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    sziada polycounter lvl 11
    Here are Wires for the model

    M37Wires2.jpg

    M37Wires.jpg

    Wires3.jpg
  • Brygelsmack
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    Brygelsmack polycounter lvl 11
    Rule of thumb (mine anyway): When you delete an edge on the low-poly, and it doesn't break the silhouette - delete it. There a tons of those on the back.
  • JoshWilkinson
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    JoshWilkinson polycounter lvl 9
    Ahh, I understand now why your model is so dense: it's divided into quads. Optimize it into tris, as that's what game engines typically use (included the Gears of War engine you referenced earlier) and that polycount could be a lot better.

    Also, I think the strongest part of the tutorial everyone's talking about is the texturing. Pay special attention to that. Aside from the dense polycount, you have a fine model. Why not make it something special?
  • sziada
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    sziada polycounter lvl 11
    Ahh, I understand now why your model is so dense: it's divided into quads. Optimize it into tris, as that's what game engines typically use (included the Gears of War engine you referenced earlier) and that polycount could be a lot better.

    Also, I think the strongest part of the tutorial everyone's talking about is the texturing. Pay special attention to that. Aside from the dense polycount, you have a fine model. Why not make it something special?
    true
  • RobeOmega
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    RobeOmega polycounter lvl 10
    Use Meshlab for optimising it turns it into quads and dosnt lose the shape and also its free
    http://meshlab.sourceforge.net/
  • JamesWild
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    JamesWild polycounter lvl 8
    Meshlab? For this? It's better that he sticks to the app he's learning and learns how to optimize by hand, because that's what's expected.
  • jackalope
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    jackalope polycounter lvl 11
    JamesWild wrote: »
    Meshlab? For this? It's better that he sticks to the app he's learning and learns how to optimize by hand, because that's what's expected.

    This:thumbup:
  • sziada
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    sziada polycounter lvl 11
    JamesWild wrote: »
    Meshlab? For this? It's better that he sticks to the app he's learning and learns how to optimize by hand, because that's what's expected.

    I agree with you there, i am aware there are programs for optimization, but learning how to optimize by hand is important. I would only probably use something like mesh lab on something with a dense amount of polys like Zbrush models.
  • cptSwing
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    cptSwing polycounter lvl 11
    Yes, I think that at these low tricounts running things through meshlab wouldn't do you any favors.

    Your mesh looks okay to me - You can still delete quite a lot of loops on the stock and your barrel as well as the 'pump' grip are veeery round. But that's a matter of preference.
  • sziada
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    sziada polycounter lvl 11
    cptSwing wrote: »
    Yes, I think that at these low tricounts running things through meshlab wouldn't do you any favors.

    Your mesh looks okay to me - You can still delete quite a lot of loops on the stock and your barrel as well as the 'pump' grip are veeery round. But that's a matter of preference.

    I can see you mean about the pump.
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