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Old 17-02-2009, 12:02 PM   #1 (permalink)
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Heckler & Koch G36C

Heres my Heckler & Koch G36C, most of you should know it from the WIP section.

It was my first weapon ever modeled, the first complete highpoly model, my first normal/specular map ever created and the first time I created a texture completely from scratch. So, there are quite alot of first times in this model, I think its okay how it turned out. I learned alot throught the process of creating that model and Im glad I did it. Im sure I can use the stuff I have learned in my next projects, so it was kind of a big step for me.

Thanks to everyone who helped me and commented in my thread, its great to have such an awesome forum with so much talented artists who are willing to help others. Thanks guys.

EDIT (Aug. 5th 2010): Overworked version:






Old version:



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heckler-koch-g36c-preview_new.jpg  

Last edited by Schaefft; 05-08-2010 at 10:01 AM.
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Old 17-02-2009, 03:46 PM   #2 (permalink)
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Nice Job!!!
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Old 17-02-2009, 04:40 PM   #3 (permalink)
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Got to put a thumbnail otherwise the thread is going to get deleted
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Old 18-02-2009, 03:36 AM   #4 (permalink)
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The model in general looks pretty good, although having looked at the wireframe - it is quite messy, a lot ngons here and there. I personally reckon it's a good habit to get into to produce a clean model, removing ngons, which should also mean you can better optimise the mesh.

The texuring is a little bland at the moment i think it needs some contrast and a lot more dirt/grime, etc. You can also bring out the details of the texture by adding more detail to the spec map, such as highlighting the edges of the model.

Good stuff so far.
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Last edited by Ibrahim; 18-02-2009 at 03:39 AM.
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Old 18-02-2009, 03:43 AM   #5 (permalink)
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Great job, It looks like a nice brand new HK, i'd say some scratches would add to the characteristics and I think you could have spent some more time in the rounds. Otherwise, fantastic model and accurate!
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Old 18-02-2009, 09:24 AM   #6 (permalink)
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Specular lets this one down unfortunately , the specular is key here for defining the surface material, yet it mostly seems like bland color fills. By ramping up the brightness in the specular towards the edges of the geometry, the light hangs on the edges in a more realistic way and emphasizing the shapes, some sharper contrast on the flat surfaces will bring in some interesting surface detail and a little color variation in the diffuse (add a little red tint to the pistol grip section, maybe darken the foregrip and steel rail parts, etc) would help define the shapes a bit, right now, unless you're looking at the thing right up close, all the detail just gets lost in the flat color.
That said, this has the potential to be the best looking G36 game model ev0r, if you just put in a bit more work on the diffuse and spec.

EDIT: Oh and that alpha is a total waste of texture memory .
EDIT2: My bad, didn't see the translucent parts, just saw the transparent square, and was like "amg, couldn't you just cut that square out in the geometry!?"
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Last edited by Pankake; 18-02-2009 at 09:27 AM.
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Old 18-02-2009, 11:29 AM   #7 (permalink)
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Thanks for your comments guys.

Tried to highlights those edges of the model but it didnt come out good/looks still pretty much the same lol. Also added some color to the grip and darkened some parts. They are darker now, but theres not a big difference :/ Dunno, but it seems like I did something wrong.

My next object wont be made of plastic, Ill model a Plasan/Oshkosh Sand Cat if I find enought pictures of it, perfect for more scratches, grunge and other damage Its just hard to find large pics. Theres a galary of a SWAT Sand Cat, but they wont be enought.
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Old 18-02-2009, 12:09 PM   #8 (permalink)
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Hummm, the alpha map looks a little dismal. Sure you need such a huge image just for that little spot on the bottom right hand corner? And 5924 polys is a lot just for a weapon.
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Old 18-02-2009, 01:35 PM   #9 (permalink)
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Little spot in the corner? Dunno if you see those grey parts, if not u really have to adjust the brigness of your screen O_o I know there could be some optimising, but it should work like that atm.

I was aiming for a max. polycount of 5000 tris but those bullets inside the clip (which werent planned first) added some more. They are 5 sided, so I tried to keep it low.
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Old 18-02-2009, 02:48 PM   #10 (permalink)
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O_o? Wow, I truly didn't see those. They are faint.
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