Sniper Rifle - Finished [image heavy]

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User offline. Last seen 45 weeks 3 days ago.
Posts: 106

Finished sniper from a polycount workshop. We were given a zip file of some reference images and the goal was to model the green body part. I took this as an opportunity to model the whole thing and texture it. I wanted to post this hear because I've learned more from the few dvd's from eat3d than I have anywhere else, I owe it to those texturing dvd's. Bummer that people at my school can't seem to return them to the library after checking out.....

Anyways...here is the high poly finished renders, and the low poly with maps

C/C is always welcome. I know for a fact that I need a gloss map. The spec on the body of the gun is way too tight...forcing it to give off bright highlights....even though it is some type of smooth shiny plastic.

CLICK FOR FULL SIZE!

.portfolio. - WIP ]

User offline. Last seen 7 hours 15 min ago.
Posts: 1776

Those are some serious wicked normals buddy. Your lp version is stunning Smiling Can't wait to see the gloss map. Really love all the detail in the high poly as well!

Keep up the great work!

-Jeremy-

User offline. Last seen 45 weeks 3 days ago.
Posts: 106

Thanks man! You helped me a lot too with the normal mapping issues I had. What a pain. I learned so much from doing this. Thanks again for the help!

.portfolio. - WIP ]

User offline. Last seen 7 hours 15 min ago.
Posts: 1776

Hey man no worries. I am always glad to help. In the end though, those bakes are just nice any way you look at them. Really awesome job Smiling

 

-Jeremy-

User offline. Last seen 37 weeks 4 days ago.
Posts: 178

good work Smiling

User offline. Last seen 1 year 38 weeks ago.
Posts: 140

good work....lv the high poly

User offline. Last seen 37 weeks 4 days ago.
Posts: 178

I do think the butt of the gun is a tad too clean/shiny where there should be some wear.  I see weak on the scope and the mag, which suggests some usage.

User offline. Last seen 1 year 8 weeks ago.
Posts: 16

wow amazing stuff !!

i suggest to add some dirt to your diffuse map

please, could you show us some wireframes ?

 

good job again

 

User offline. Last seen 45 weeks 3 days ago.
Posts: 106

thanks for all the comments guys Smiling

 

stogunato - thanks for the suggestion. that would be a good idea...dirty the green part up a bit

here are some wires for ya

.portfolio. - WIP ]

User offline. Last seen 1 year 8 weeks ago.
Posts: 16

nice modeling

thank you
 

Nice job dude. How did you make retopology?

User offline. Last seen 45 weeks 3 days ago.
Posts: 106

Thanks man. I definitely did a mix of deleting edges from the highpoly, and modeling the lowpoly over it. In maya, I put my highpoly pieces on a layer, set it to reference (which makes it un-selectable and wireframe only) and just model over it.
 

.portfolio. - WIP ]

User offline. Last seen 2 years 18 weeks ago.
Posts: 4

Very professional work man!!! Super clean high and low poly models. Just needs a bit more of wear and tear here and there, but it's already awesome as it is! Keep up the good work!

User offline. Last seen 2 years 37 weeks ago.
Posts: 1

good works!

User offline. Last seen 3 days 3 hours ago.
Posts: 221

very neat and clean modeling and marmoset's screenshots looking amazing

User offline. Last seen 15 weeks 15 hours ago.
Posts: 14

amazing !!! nicee!! Laughing out loud

User offline. Last seen 1 year 4 weeks ago.
Posts: 4

Hey man, awesome job!  Im diggin the attention to detail.  I'm just starting to get into the high poly normal map baking stuff, having some troubles though.  I was just wondering if you could explain your process of creating a normal map from your high poly for your low poly.  Thanks in advance,

Jordan

User offline. Last seen 45 weeks 3 days ago.
Posts: 106

Thanks guys!

 

Jordan: As for creating a normal map from your high poly for your low poly model, it is definitely a huggggeeee topic and the best I can give you right now is this link: http://wiki.polycount.com/NormalMap?action=show&redirect=Normal+Map

That is pure gold right there. It helped me out so much. Depending on what software you use it is a tad different but same idea. My process varies depending on what the model is. For a model with a load of pieces like a gun with attachments, I separately bake all my pieces out and and test each one until I worked out all the baking artifacts and move on to the next. Finally I combine all the maps into one map in Photoshop.

Let me know if you have any issues. Good luck man!

.portfolio. - WIP ]

User offline. Last seen 15 hours 37 min ago.
Administrator
Posts: 4182

Wow!

How did i miss this thread :O This is some really stunning work Kyle!

Did you ever stick a Gloss map on there?

Awesome job!

User offline. Last seen 45 weeks 3 days ago.
Posts: 106

Why, hello Andy! Laughing out loud

Thanks man! This project was a while ago but I look at it now and there is so much more it needs. Needed to move on. I totally spaced the gloss map. If I ever go back to it that's the first thing I'll do. The green plastic body is way too glossy for my taste.

.portfolio. - WIP ]

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