Tempust85 Posted September 19, 2014 Posted September 19, 2014 Looking great! Yeah, guns like this have a lot of parts. I wouldn't worry too much about the world model, just be sure to add LODs. I have a few ideas where to reduce some quality, send me the file if you like and I'll show you which areas I'm thinking. The scope on the view model may need to be increased a bit so it looks more round, but only the piece on the grip end of the gun.
Jolly Posted September 20, 2014 Posted September 20, 2014 Comparison of world, view and highpoly model World is at 2132 trisView at 3690 tris I sadly could not match your budget @@DT85 =/ don't really know where to cut them down any further - got a few ideas for the world model but I doubt that I can save a lot more there, will reduce the sides of the front grill and front of the gun bodybut I doubt I'll get the worldmodel below 1800 tris EDIT : World model is at 1945 tris now...EDIT2: noticed I accidentally did not attach a part to the viewmodel : 3760 tris in total nowLooks awesome, are you going to release this as a model replacement on its own?
Grab Posted September 20, 2014 Posted September 20, 2014 @@AshuraDX Yes, but in Jedi Academy we have black version of this gun, so it should be black, atleast big, front parts.Btw, why don't use high poly model for view and world model?
AshuraDX Posted September 21, 2014 Author Posted September 21, 2014 @@Grab as that model (in it's fully subdivided state) has most likely more polygons , or twice as many triangles as ALL models, maps,effects of base jedi academy combined it just doesn't work Grab likes this
AshuraDX Posted September 21, 2014 Author Posted September 21, 2014 Welp baking maps for this model is not as easy as I had hopedmax just keeps crashing and both Xnormal & mudbox produced funky results
Pande Posted September 22, 2014 Posted September 22, 2014 The viewmodel doesn't have to have tris on the right side of the gun if they can't be seen.
AshuraDX Posted September 22, 2014 Author Posted September 22, 2014 The viewmodel doesn't have to have tris on the right side of the gun if they can't be seen. sure, and I will take care of that later for the actual viewmodel - this is kind of a predecessor as I'll texture that version of the model using a 4k map and then carry project that texture from this model to a more optimised model with an altered UV map
Ramikad Posted September 22, 2014 Posted September 22, 2014 Actually you can see part of the right side of the gun if you lean in first person, but it's not something really used often.
Tempust85 Posted September 22, 2014 Posted September 22, 2014 The viewmodel doesn't have to have tris on the right side of the gun if they can't be seen.Sure, but have to wait until it's animated to see what can be safely deleted rather than guessing. @@AshuraDX Send me the viewmodel and I'll make the anims, then I'll delete some faces that can't be seen and send it back.
Mandalorian Posted September 26, 2014 Posted September 26, 2014 @@AshuraDX how do you get low poly and high poly versions? Do you make a high poly and then use some kind of modifier? I only know of the decimate modifier for blender and it doesnt come out nearly as nice.
AshuraDX Posted September 26, 2014 Author Posted September 26, 2014 @@Mandalorian by hand, I model the highpoly first and then model a lowpoly to match the highpoly OR sometimes I do it in reverse (see my Murasama and HF Blade threads) got to take another short break here - will get back to work in about a week Tempust85 likes this
Mandalorian Posted September 26, 2014 Posted September 26, 2014 Ok thanks for clearing that up! That's some intense work then! good job.
Angel Soul Posted September 30, 2014 Posted September 30, 2014 Dude... great job! *thumbs up* Tempust85 likes this
AshuraDX Posted October 6, 2014 Author Posted October 6, 2014 @@DT85 any chance you could try to get a decent bake of this for me ? I can't seem to get rid of any wierd shading without generating artifacts in other places using xnormaland 3ds max just crashes whenever I try to do my bakes - even piece by piece
Tempust85 Posted October 6, 2014 Posted October 6, 2014 Sure, PM me the max file and I'll give it a shot.
AshuraDX Posted October 7, 2014 Author Posted October 7, 2014 quick, dirty DDO Job, right now I'm trieing to figure out Substance Painter which I intend to use to add some detail - which turned out harder than expected Boothand, Barricade24, Onysfx and 7 others like this
Bek Posted October 7, 2014 Posted October 7, 2014 Setlec, Barricade24, Omicron and 2 others like this
AshuraDX Posted October 8, 2014 Author Posted October 8, 2014 Han Solo's DL-44 Heavy Blaster Pistol by ashuradx on Sketchfabstill have to give it a more worn look - gave up on substance painter for now as It forced me to use a PBR shader using a Albedo/Metalness/roughness approach instead of the generic Diffuse/specular/glossinessand so I'll have to add my details either in DDO using custom layers or in substance designer Omicron, Onysfx, Barricade24 and 3 others like this
Bek Posted October 8, 2014 Posted October 8, 2014 I'd post the same gif, but it would just get a tad repetitive, great job @@AshuraDX!
Grab Posted October 8, 2014 Posted October 8, 2014 Stop making these beatyfull screenshots, because after lauchning JKA we will be disappointed! AshuraDX and Tempust85 like this
Tempust85 Posted October 20, 2014 Posted October 20, 2014 Ingame, no normal maps ( obviously ): Haven't started animating yet, and the gun position can be altered. GPChannel, Bek, Barricade24 and 5 others like this
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