Weapons,vehicles,Environments.

27 replies [Last post]
jassi's picture
Posts: 225

hi frnds m starting with knife will update shortly

JBaldwin's picture
Posts: 2162

Very nice.

 

Are you going to be sculpting on it as well?

 

-Jeremy-

jassi's picture
Posts: 225

thanx for comment

ya, but right now m going to finish base model

JBaldwin's picture
Posts: 2162

Most definitely 

I was just wondering if you were going to do some sculpting details as well.

 

Can't wait to see the progress!

 

-Jeremy-

jassi's picture
Posts: 225

update as on feb-02-2010

m almost near to finish base model,here is update screenshots

2.jpg
metalliandy's picture
Posts: 3188

Nice work Smiling

 

My only sugesstions would be that you tighten up some of those loops, so you get some really hard edges. (on the blade and the thread on the handle)

Cant wait to see more!

JBaldwin's picture
Posts: 2162

I agree.

 

Keep up the hard work!

 

-Jeremy-

jassi's picture
Posts: 225

thanx  metalliandy for suggesstion,its working for me,here is my next update

3.jpg
jassi's picture
Posts: 225

and this is beauty shot using vray and photoshop,hop u like Smiling, for d high res view click on d image or open it in diff tab

5.jpg
metalliandy's picture
Posts: 3188

Thats loads better! Now it looks really sharp :D

Do you plan on maing a Low Poly Game res. version?

Riki's picture
Posts: 1257

 Nice work mate!

-Riki

jassi's picture
Posts: 225

thanx for comment riki,now m working on game version:) 

jassi's picture
Posts: 225

hello, here is my game version,total tires are 1724, for normal map m using xnormal,normal map size is 2048*2048,plz comments and suggetions to improve

3.jpg 4.jpg 1.jpg 2.jpg cpmbine_normal_copy.jpg
JBaldwin's picture
Posts: 2162

I like what you have done so far. Try and optimize it a lot more though. The triangle count is extremely high for this kind of an ingame object. Just create the "Silhouette" of the object (so to speak) and the normal map will do the rest. I think a decent triangle count for this object would be something between 250 - 490.

 

Keep up the great work. 

-Jeremy-

jassi's picture
Posts: 225

thanx ceribral for your comment, k m trying to fix in arround 500 tries

JBaldwin's picture
Posts: 2162

Sounds great. This way it will be a lot more optimized and fit the engine requirements a lot better. Just remember to capture the main shape. The normals will do 98% of the work.

 

-Jeremy-

jassi's picture
Posts: 225

small update on model but this time with 556 tries,i think time to bake normals and all others map

556_tries.jpg
metalliandy's picture
Posts: 3188

Looks good mate Smiling

You could optimise it a bit more but im not sure if it would be worth the effort unless you wanted to do it for fun as in UE the first 600 tris pretty much renders for free anyway.

 

I did a quick paint over to show what i would do

 

Everything in red could be removed and green could be optimised to tris. (apart from the piece that is marked in red at the base of the blade...which has too many loops)

knife_paintover.jpg
JBaldwin's picture
Posts: 2162

Much Better!

 

I can't wait to see the bakes ^^

 

-Jeremy-

jassi's picture
Posts: 225

thanx metalliandy for ur help Smiling and ceribral:)

new update with 460 tries with normal map

5.jpg
JBaldwin's picture
Posts: 2162

Much better!

Can't wait to see it textured.

 

-Jeremy-

jassi's picture
Posts: 225

thanx ceribral

 

and here is my first cut of texture version,plz comment and suggestion to improve

curruntly working on wood & grip part

texture_first_cut.jpg
JackyBoy's picture
Posts: 344

I like it, but you need to think a bit more how the weapon would be used. the blood looks like it has just dripped onto the blade, where has the blood would more than likely either cover the blade, or just been wiped off (so there would only be residue on it). I think there would also need to be blood on the little blade (depending how violent you were of course:P)

Also the metal looks somewhat tarnished, where as the handle's wood looks newish. If anything you would keep the blade shinier and the handle could possibly have dinks in it. That's my opinion anyway Smiling

Maya|Zbrush|Photoshop|UDK

jassi's picture
Posts: 225

thanx jackyboy ,m working on your points,will update shortly:)

jassi's picture
Posts: 225

sorry guys for delay:(

 

here is update

 

6.jpg
JackyBoy's picture
Posts: 344

I like it! Yeah that is a lot better! , one more thing I think would make it slightly better (and tbh this is going over the top a bit maybe) but getting a different shade of blood, a darker colour and putting it in the corner's and crivices where blood would have gone on the knife but be very hard to clean off.

That might be putting to much "accuracy" into it than is worth your time, but I think it could possibly look good.

But a great improvement on before! :)

Maya|Zbrush|Photoshop|UDK

JBaldwin's picture
Posts: 2162

This is a big improvement for sure

 

Suggestions: Perhaps sharpening up the specular map where the metals and blade crease are. Also, try to create a mask off of the blood areas, and create a reflection material so that the blood looks like it is barely reflecting the environment around it. The normal map on the handle does look like it could be boosted more, (But that could just be the angle of the light). Try to get some other snapshots with the light placed in different positions around the blade.

 

Great job and keep it up!

 

-Jeremy-

jassi's picture
Posts: 225

 

latest try on xoliul shader