Modified Saiga Shotgun

18 replies [Last post]
Crunchbite's picture
Posts: 30

Hey everyone - I haven't done any posts in this forum, but I come here often for inspiration. I've been working on a side project for a bit now, and thought I'd throw my hat in the ring.

 

At this point, it's all baked out to low poly. The first 3 images are the low poly with normal/AO applied. The next are just the normal map on the AO. I'll also toss in a shot of the finished high poly and the working maps as well (the pics at the bottom of this post) It stands at 2048 maps currently, and about 14k TRIS. The goal here is to have a current gen game ready model.+++ I'm also using this project as a foray into gloss maps, so updates are soon to come.

I'd love some insight! Since I'm later in this project for posting, I won't be making any model changes, but feedback would be greatly appreciated for future projects AND for the texture/bake on this one. Thanks!

s620ex1's picture
Posts: 96

Very nice. I like that alot of the detail and topology is up towards the top of the gun, Where the player(Asuming its for games) is looking most of the time.  Can we see a high poly?

Crunchbite's picture
Posts: 30

Sure thing! These are shots of the HP...

guntestb_2.jpg guntestb_3.jpg guntestb_4.jpg guntestb_5.jpg
instg8r's picture
Posts: 109

Looks pretty cool! Textures coming soon?

Katie Sabin

www.4dgames.us

3D Artist | Raven Software

Crunchbite's picture
Posts: 30

In the works right now actually. Currently I'm trying to find a decent shader to support gloss in Maya viewport 2.0. It might be futile Smiling

 

s620ex1's picture
Posts: 96

Nice. Thanks for sharing :)  looking forward to seeing textures somtime in the future.

metalliandy's picture
Posts: 3188

Amazing work!

I cant wait to see it fully textured Smiling

Promoted!

jassi's picture
Posts: 225

nice detail model and normal map looking amazing waiting for ur texture version

 

 

Crunchbite's picture
Posts: 30

Finally getting around to wrapping up final touches and trying out different rendering attributes. I may rework some stuff, so crits are welcome. Otherwise, thanks for the good insight on this project Smiling

 

Final specs: 

 

4096 Spec/Diffuse/Gloss

2048 Normal

14,888 Tris

shot1.jpg shot2.jpg shot3.jpg shot4.jpg shot5.jpg shot6.jpg
metalliandy's picture
Posts: 3188

Looking good! Keep it up Smiling

Anonymous's picture

Loving the texture on that gun. It kicks a million asses!

Anonymous's picture

It`s so cool man !
Perfect texture.

Anonymous's picture

oh its so good where you hade given this detail for high poly model in maya or other app ?

Crunchbite's picture
Posts: 30

Thanks! I'm currently working on some more tweaks to it based on some feedback, hoping to improve it even further. 

@hamid: The hp detail is all out of maya. It's 99% derived from the high poly, but I went back and copied around normal map chunks from bakes of things like screws, bolts, etc.

 

kirtalvin's picture
Posts: 18

That's bad ass texturing skills there.

kirtalvin's picture
Posts: 18

Call me stupid but whats a gloss map and how is it created?

 

Crunchbite's picture
Posts: 30

This project is actually a way for me to research that exact topic.

Gloss is, in most cases, a grayscale map that controls a couple of things. Primarily, it deals with the thickness and intensity of the specular falloff. You can think of it in terms of a value range, 0 to 1, 1 being white and 0 being black. If you have a metal with a high gloss value, 1, you'll see a specular hit with tight falloff, making the object appear glossier, more polished. If you tone it down to .5, you'll see the light falloff diffuse out over a greater area of the surface, giving the feel of treated metal, powdered gun metal, something like that. Gloss also seems to affect specular intensity in Marmoset. That could be an inherent issue with how marmoset calculates gloss value, or it could be an altruistic fact about gloss - I haven't determined that yet. For this project, I'm using gloss in tandem with the shader settings in Marmoset to eyeball the look and feel. 

 

If you want to really research this stuff, I recommend watching http://www.nextgenhardsurface.com/index.php?pageid=racer445 . He goes into how he uses gloss in the video, and it's pretty informative.

biano3d's picture
Posts: 68

WOW....top notch....awesome model and textures. 

Crunchbite's picture
Posts: 30

Thanks again for all the support on this project, E3D! The final renders are on my site, www.JoshRife3D.com/saiga

No major changes, just some fine tuning, touch up and better renders. Enjoy, and thanks again.