Author : winged doom


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onionhead_o's Avatar
Old (#1)
WIP




need help deciding whether i should make the barrel open ended on both sides. or just fake it with normals?
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onionhead_o's Avatar
Old (#2)
cmon guys i need help
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Mark Dygert's Avatar
Old (#3)
There are a few things that look off.
- Horiz scale is off, it runs well past the ref plane.
- Sometimes its easier to get the shapes right, if you draw right on top of your ref with splines or primitives. I like to set set my model to partially transparent while I work like that. I wire up the visibility or opacity to a little slider that sits in my scene, move it up 100%, down 0% that way I'm not hunting around in sub menus. Either way you should be able to draw lines from your ref and it lines up with your model.
- Two triggers, one for each barrel.
- The grip should be rounded at the bottom, it will also help with smoothing errors.
- The front grip isn't hugging the barrel like the ref.
- Definitely open the barrel, normals are going to just look odd. Probably save a few polys and weld the inner barrel to a single point kind of deep inside the barrel.

Last edited by Mark Dygert; 05-09-2009 at 07:01 AM..
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kite212's Avatar
Old (#4)
yeah vig nailed it, set your ref plane to not show frozen in grey, freeze it and block out the shape directly on top of the ref, and make the barrels open for sure, and pretty much do what vig said XD are you gonna do a high poly?
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Kaskad's Avatar
Old (#5)
Actually vig I think you may be off on a few counts

- He might have just moved the ref plane for screens to make it easier to see
- Given that it's a perspective view the horizontal scale might not be off
- There shouldn't be two triggers, it uses a switch behind the barrels (this one is for sure, you can see it in the ref)

Anyway I agree with the rest. Definitely leave the barrel open, since it breaks open to reload, unless it's supposed to be a world model which I doubt
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Mark Dygert's Avatar
Old (#6)
I doubt the pers is adding that much distortion but it is possible.
I clearly see two triggers on the ref... I believe that switch you see is the release for the break action so you can unload/load shells. The smaller switch is the safety.

It's pretty common for double barreled shotguns to have two triggers. Its easier to have two separate firing mechanisms then one that moves back and forth. The chances a moving mechanic not hitting the firing cap pin are quite a bit higher then if you just double up a simple mechanic. Shotguns by nature are meant to be super reliable and very durable, and cheap...

I also think its important to know how they hinge works and make sure that the roundy detail just above the triggers is actually modeled as a separate piece and not modeled into a solid piece for bit of detail.

Last edited by Mark Dygert; 05-09-2009 at 09:38 AM..
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Kaskad's Avatar
Old (#7)
Oh, that's kinda cool, and I'm blind

Nevermind then
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onionhead_o's Avatar
Old (#8)
thanks for the critiques guys.
I have a question as to how the shots gets triggered cuz in the ref pics i have i don c any fire pin to trigger the explosion. I hope i make sense

Last edited by onionhead_o; 05-09-2009 at 12:03 PM..
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onionhead_o's Avatar
Old (#9)
WIP highpoly:





low wip: still unwrapping


Last edited by onionhead_o; 11-28-2009 at 02:31 PM..
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Talbot's Avatar
Old (#10)
I feel like you are still missing a ton of detail in the high poly. Try adding that diamond grip on all the places it shows up in the reference pictures.
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Rhinokey's Avatar
Old (#11)
firing pin is internal not a hammer like on a revolver


this is another case of you just needing to look at your ref image more closely and measure things out, its obvious in just a seconds glancing at it that
1. too long (unless it is a perspective issue)
2. foregrip should wrap around barrel more
3. barrel release should be bigger. some of the shapes are off.

just studdy your ref closely and keep going!
"to tell you the truth other places were way harsher and ones of maximum rudeness."
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Mr. Bean's Avatar
Old (#12)
The high poly could use a lot more detail. It looks like other than a turbosmooth modifier, the high poly isn't a lot more detailed than the low poly. This tutorial might help you a lot: http://www.game-artist.net/forums/sp...-creation.html

There's a lot of things I learned from that vid tutorial.

Hope that helps.

- Mr. B
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onionhead_o's Avatar
Old (#13)
This is the ref:



sry i didnt state it clearly i still need to scuplt the highpoly. and add more details.

about the proportion i will fix it. thanks for the critque guys.

Last edited by onionhead_o; 11-28-2009 at 02:45 PM..
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onionhead_o's Avatar
Old (#14)
FInal



now i need to move on to animation.
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P442's Avatar
Old (#15)
i think the wood diffuse is a bit too saturated and the spec map needs work, but otherwise, it looks good
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onionhead_o's Avatar
Old (#16)
Final:
viewport with Xoliul's shader





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MRico's Avatar
Old (#17)
That looks pretty cool man. What's the final tri-count on it?
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onionhead_o's Avatar
Old (#18)
2,335 tris for the gun
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Colonel88's Avatar
Old (#19)
How do you unwrap it like that? The only way I read to do that is to manually painstakingly select each polygon and stuff like that. Any way to speed it up? I can't find any good tutorials on that.
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onionhead_o's Avatar
Old (#20)
have you looked into Textools by renderhjs. its a max plugin for unwrapping.
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Klumpmeister's Avatar
Old (#21)
man this makes me want to make something! awesome work.
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Av7xrocker97's Avatar
Old (#22)
This gun rocks! I was kinda getting put off by the first wip shots, but the texture sold it, really.
Great job.
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jeremiah_bigley's Avatar
Old (#23)
Yeah... idk man that purple is really killing it for me. I would go with a white light (maybe a slight blue or yellow...), but it is not helping your presentation at all. As far as the textures go, try to make it a little more interesting. You have worn metal, scratches, and wood. Sawed off shotguns are pretty popular and have been done a hundred times so just adding scratches does not really make yours cool. I am not really feeling your AO at all. Did you make one? If so I would intensify it because your model is coming out a little flat.

Here is a paintover I did. Maybe give you some ideas on how to spice this thing up. ;)
Good luck man! You are doing good... you just need to push those textures 10 fold. :P

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onionhead_o's Avatar
Old (#24)
Klumpmeister: thanks
Av7xrocker97: yeh the wip shots were that pretty.

jeremiah_bigley: i like your paintover. yeh i think i only used cavity map for this one and painted some very lite shadows. ill work on it when i have time for it.
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Bon's Avatar
Old (#25)
Could we see the maps plz?
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