Thursday, October 6th, 2011
Hey all. Trying to do daily stuff now. This is an assault rifle I’m working on. It’s basically an “M16-ish” rifle, not real unique or anything, but it was a great learning experience for me.
First, I’ve started learning recently that the actual poly count of the final model will be greatly influenced by the original concept art because the actual shape of the gun in a concept will actually require certain poly count thresholds to look decent in final form. Now the M16 (if faithfully modeled) will actually have a pretty high poly count, so what I did was set a goal of 1000 polys, and them simplified the basic silhouette of the gun until I was sure it would not exceed my budget. As it turned out, the final gun was about 950 polys, so I’m quite happy with how that turned out. As 3D artists often say, use large shapes, and don’t try to slap artificial detail in those areas, otherwise it’s just noise.
These renders are actually in real-time using the ‘Marmoset Toolbag’ available here:http://www.8monkeylabs.com/toolbag
The Marmoset Toolbag is amazingly useful and has completely changed my workflow. I’ve been able to work much much faster now that I can preview all my changes in real time including the spec map which needs real-time interaction the most. The texture on this model is only about 70% complete, which is why the paint scratches are mostly just straight lines. The base version is the tan, and the other versions were just for fun. :3

Also, I’ve started a new system of texturing where I very slowly build up the material definition of each part, while fully integrating basic normal and spec at the same time. Never cut directly to 1px brush scratches, you will just end up disappointed in the final product. For those who don’t understand the concept of material definition, it is basically the process of identifying each material you want on your model (hard plastic, rubber, painted steel, ect) and then building up hand-painted and photo layers until those areas actually look like that material.
The easiest way to go wrong with this is with metal textures. I can’t tell you how many time I have seen others (including me BIG TIME) make a “metal” texture that looks far more like concrete than anything else. This comes from not really examining what makes metal look like metal, and also poor knowledge of normal and specular maps Always pay attention to material definition.
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