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Old 06-01-2012, 01:34 PM   #1 (permalink)
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Weapon: M4 CQB-R [WIP]

Hey,

Currently I'm doing a weapon model to learn from and to add to my portfolio.
And thought it was time to post it for some reviewing and critique.

I have chosen for this object because it is a common model in a lot of games. So I can easily compare it once it is done, and learn from the differences. It has real world references so I have to be more precise. And to add a "common" model in my portfolio that future employies can easliy compare.

Since this is a learning project I would really appreciate comments and critique. Anything is welcome. Main focus for me is workflow, modelling, texturing, in general just the entire process from ref to finish.

I use 3D Studio Max, Zbrush, Xnormal, photoshop. I started with the low poly and am currently on the high poly. Once high poly is done I will do some more low poly tweaking and go into Zbrush. My goal is max 5.000 tri, currently 5.612

Thanks you.

http://www.robertberrier.com/_other/...06012012_a.jpg


http://www.robertberrier.com/_other/...06012012_b.jpg
http://www.robertberrier.com/_other/...06012012_c.jpg
http://www.robertberrier.com/_other/...06012012_d.jpg
http://www.robertberrier.com/_other/...06012012_e.jpg
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Old 11-01-2012, 09:23 AM   #2 (permalink)
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Update

Hi again,

oke, got the 3D max high poly done and thought I would post the result.
Next step is adding some details in Zbrush. Perhaps some minor damage aswel. Will have to see.

Anyways, check them out. Critique is welcomed!

http://www.robertberrier.com/_other/...11012012_a.jpg


http://www.robertberrier.com/_other/...11012012_b.jpg
http://www.robertberrier.com/_other/...11012012_c.jpg
http://www.robertberrier.com/_other/...11012012_d.jpg
http://www.robertberrier.com/_other/...11012012_e.jpg
http://www.robertberrier.com/_other/...11012012_f.jpg
http://www.robertberrier.com/_other/...11012012_g.jpg
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Old 11-01-2012, 05:07 PM   #3 (permalink)
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Solid
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Muezli.comwith lots of fresh fruits
and yoghurt.
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Old 18-01-2012, 07:18 AM   #4 (permalink)
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Hey Dommel,
I love the Highpoly, and also the Lowpoly looks pretty good.

I'm not sure if it's just my eyes, but some Areas on the Lowpoly-wire could really need a cleanup, some edges are unneccessary i think (Please tell me if i'm wrong!)

Just made a quick paintover (in paint):

[IMG][/IMG]

Hope i could help, greez Razor

Edit: I just saw you wrote "I will do some more low poly tweaking" - didn't see that before, well, maybe it still helps so i will post it anyway
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Old 18-01-2012, 06:48 PM   #5 (permalink)
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Also, I would like to point out an inaccuracy that might save you some polies. The part on the foregrip that has the holes in it? You can see all the way straight through to the barrel man. So you should get rid of those cylinder caps you have on there, leave the side edges and let the barrel go all the way through to the receiver of the gun.
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Old 31-01-2012, 03:10 AM   #6 (permalink)
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Hey guys,

Sorry for the late reply. However, I finished the gun so check it out!
I made two textures, one the traditional black and the other something of my own.
Poly count sits at around 5500, I'm not entirely sure anymore.
Anyways, check the images below and let me know what you think.








Quote:
Originally Posted by ShoT View Post
Also, I would like to point out an inaccuracy that might save you some polies. The part on the foregrip that has the holes in it? You can see all the way straight through to the barrel man. So you should get rid of those cylinder caps you have on there, leave the side edges and let the barrel go all the way through to the receiver of the gun.
That would mean I need to close the foregrip/rail system from the inside. Atleast if I understand you correctly? I would need a lot of faces to do that, so I don't think that's worth it. Though if my polycount goal was higher, then I could have done it. Good tip for the next time

Quote:
Originally Posted by ShoT View Post
Hey Dommel,
I love the Highpoly, and also the Lowpoly looks pretty good.

I'm not sure if it's just my eyes, but some Areas on the Lowpoly-wire could really need a cleanup, some edges are unneccessary i think (Please tell me if i'm wrong!)

Just made a quick paintover (in paint):
I had a look, but most of the thing you pointed out are because the camera angle in that screenshots makes it look like edges are connecten, but in fact they are not. Funny stuff I did do some small tweaking here and there with some of your other tips and was able to remove a few more faces. thx!

Last edited by Dommel; 31-01-2012 at 03:13 AM. Reason: Forget to add the texture maps
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Old 31-01-2012, 09:29 AM   #7 (permalink)
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I think the base metal needs to be darker and a more even color.
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Old 01-02-2012, 10:45 AM   #8 (permalink)
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Hey Dommel,
I like that very much!

Short Question: Did you use a specular-map? Is the left Texture-Map on the Picture you posted (texture-overview) a Diffuse Map? If so, you should try to reduce scratches, as Diffuse is mainly used for color information, things like scratches and edge definition should really come into play with the spec map
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