Forums Aritcles
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Work In Progress
Register FAQForum Rules Members List Calendar Mark Forums Read
Closed Thread
 
LinkBack Thread Tools Display Modes
Old 06-27-2008, 04:28 PM   #11 (permalink)
Senior Artist
chrizz1's User Activity: 0/10
228 - 23
Quote:
Originally Posted by DaveW View Post
Nuts/bolts and those grooves won't look as good because of the perspective. For first person weapons normal maps just don't work very well because it is clear that things are not modelled on. Normal maps don't have the sharpness of geometry, they make a blurry fake-looking raised bump effect.
well then you could make a high poly nut then a low poly nut so that you still have the geometry on the weapon and have a normal on that (for example the nuts you have on the weapon now could be the low poly) it will give the nuts a much less of a sharp edge.

Basicly all Im saying is dont right off normal maps they can still be used on higher poly meshes even for tiny details.

Your modeling is pretty solid, its just I feel you are not paying your self justice with the hard work you have put in.

chris

Note*: pretty much what jpowers said
__________________
chrizz1 is offline  
Old 06-27-2008, 04:47 PM   #12 (permalink)
Artist
Aldin Bilalovic's User Activity: 1/10
45 - 0
well you can also take this model u have now and import it into z brush and sculpt out some scratches and sculpt the grip on the gun.... that can be ur normal map so one way or another you got and need a normal map and you told me not to long ago that UT3 are high ploy guns as yours but they also all have normal maps on them evem tough they are high....
Aldin Bilalovic is offline  
Old 06-27-2008, 05:17 PM   #13 (permalink)
New Artist
MidnightCow's User Activity: 0/10
10 - 0
I`m with Dave on this - in ur face, hi-poly, clean-cut model. But, there is a tut on here somewhere that indicates that u can basically save modelling/texturing cost where parts of the object aren`t as close to the screen as others.. For example, the front end of the rifle could substitute poly-detail for normal-mapping where it`s not close-up and indiscernible between textures and polygons.

Nice model!
MidnightCow is offline  
Old 06-27-2008, 06:02 PM   #14 (permalink)
Tom
Game Art Student
Tom's Avatar
Winner of Speed Modeling Winner of Speed Modeling 
Tom's User Activity: 6/10
452 - 28
I'd rather have 5x 10K poly weapons in a game than 100x 3K ones.. I love quality over quantity. If there are some good and living animations the weapon will shift around a lot and geometry would win over normal mapping in my book here.

Just my opinion.
Tom is offline  
Old 06-30-2008, 03:04 PM   #15 (permalink)
Super-mega-awesome artist
DaveW's Avatar
DaveW's User Activity: 0/10
331 - 22
Most way through the skin now, still got to add specular/normal map stuff but that'll come later.




Midnight cow, I didn't really optimise it much in terms of first person perspective anyway - originally I was going to but I'm trying to make this look as good as possible from all angles. That said the front is *slightly* optimised, but I'm not going to normal map anything on it I don't think.
DaveW is offline  
Old 06-30-2008, 03:37 PM   #16 (permalink)
Game-Artist.net Staff
Talon's Avatar
Golden Star Winner of Speed Texturing 
Talon's User Activity: 8/10
2,770 - 470
No real need for a spec or normal map with that amount of painted lighting. It'll only end up looking wrong.

That aside, it's looking good, I guess. Another weapon model chock full of ngons and painted lighting... not to be negative but it's not anything I've not seen before a hundred times.
__________________
> My Portfolio
> Hull-Breach Lead Modeler
> Supporter of good crits.
Talon is offline  
Old 06-30-2008, 08:20 PM   #17 (permalink)
Super-mega-awesome artist
DaveW's Avatar
DaveW's User Activity: 0/10
331 - 22
Quote:
Originally Posted by Talon View Post
No real need for a spec or normal map with that amount of painted lighting. It'll only end up looking wrong.

That aside, it's looking good, I guess. Another weapon model chock full of ngons and painted lighting... not to be negative but it's not anything I've not seen before a hundred times.
It's not like Ngons make any difference once it's compiled. But you could say that about any gun, "chuck full of triangles and lit realtime". That's quite an ignorant comment to make...
DaveW is offline  
Old 06-30-2008, 08:44 PM   #18 (permalink)
Game-Artist.Net Founder
requiem2d's Avatar
Winner of Speed Texturing 
requiem2d's User Activity: 1/10
2,208 - 309
I like the slight color & metal variations you've made, would however like to see some more personality added. Right now it feels "out of the box/packaging". Paintjob, Mag number, sling. Would also be interesting to see the 1P view as that's what really matters at the end of the day (although it's usually not as pretty as the side/full views).
__________________

requiem2d is offline  
The Following User Says Thank You to requiem2d For This Useful Post:
Old 06-30-2008, 10:28 PM   #19 (permalink)
Super-mega-awesome artist
DaveW's Avatar
DaveW's User Activity: 0/10
331 - 22
Ooh, thanks for reminding me about that. Forgot there's actually a slight 2-tone effect on the gun's rail system. And the magazine...right, added a bit more now:

Also flipped the gun over. That's how it'll get used ingame anyway (this'll probably go in CSS) so might as well do it now.
DaveW is offline  
Old 07-01-2008, 04:18 AM   #20 (permalink)
Senior Artist
chrizz1's User Activity: 0/10
228 - 23
OOO I like the magazine thats very nice
__________________
chrizz1 is offline  
The Following User Says Thank You to chrizz1 For This Useful Post:
Closed Thread

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 03:03 AM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net