Charlton Automatic Rifle

Fantastic on every level. I was in love with the very first picture. Then I scrolled then and started feeling envy.

A tutorial. .please

Great model, love the LP renders.

God, this is amazing.

Can you recommend a good resource that might teach me how to make all those image maps you made for the lowpoly model? It’s hard for me to fathom what the workflow is for something like this (there’s a lot of historical ways of doing things that I’m not familiar with…I know photoshop as a graphic designer and photographer so clearly making a complex, high quality set of normal, diffuse etc. requires different workflows).

Thanks folks. So some of the best resources for this sort of thing (the material process and modeling process) I can find are here:


http://www.polycount.com/forum/showthread.php?t=107196
http://www.polycount.com/forum/showthread.php?t=81154
http://www.polycount.com/forum/showthread.php?t=117309
http://www.polycount.com/forum/showthread.php?t=56014
http://wiki.polycount.com/NormalMap?highlight=%28%5CbCategoryTexturing%5Cb%29

For texturing, what it really comes down to is just studying the materials of things around you understanding how damaging or weathering effects the properties of the light that bounces off/through the surface. This is just something that requires practice, there’s no hard rules, and a single tutorial isn’t going to teach it to you, it’s just something you have to do in daily life. That said, I have a really long way to go, and I keep improving.

Also, @Ben, we should do a little more posting on MoM :smiley:

Just sayin…

As much as i admire the technical prowess, the wonderfull texturing, lighting… it’s beyond me that one may find interesting/cool to model weapons… But congratulations !

@Dim: Agreed! It’s been quiet there for too long.

Edit: By the way those links in your last post had some great info. Cheers!

that is some very nice texturing.

So good to see a high polished gun that no just another M-16.

Would be great to play a game this realistic.

Thanks folks, glad to be helpful.

@Gwenouille: It’s no more or less interesting than any other piece of machinery. When building props for games, it’s my job to help tell the story of the game, not my own story, and many great stories will require the image of a gun in their telling. If I were to work in a film props department, my job would be much the same. I would not refuse to deal with swords for example, so why would I not make guns?

The texturing is absolutely astounding in its quality! Did you draw the texture for the wooden butt of the gun/the metal for the clip in photoshop - or were these modified pictures? Thanks for sharing! :slight_smile:

Thanks man. The only part of the texture that was photosourced was the base wood grain that I projection painted onto the wooden pieces, baked out, and converted to a b+w mask. Other than that, it was all handpainting and building detail masks with dDo.

Super nice asset well done, lots of graft put into this. :slight_smile: One crit would be to make sure you spend the polys in the direction that will be facing the player; there are 16,000 tris in this model but the stocks that are right in the players viewpoint are still very faceted. That would be my only crit. Amazing texturing job!

wow really great texturing work but it might look just a bit to clean.
But it looks like coming from a professional game. So really nice job there!

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Thanks!

@LowpolyBlender: Agreed, I wish I’d put more effort into that during the process. Most of the geometry went into the moving parts that you can’t see all the time, but you’re right, could really have used a few extra there.

Extra shot here. This one’s fairly large so I might recommend viewing it full here:

Dim, for this kind of project, are the high poly and low poly models created separately or are they derived from one another somehow (ie via modifiers or similar)?

Hey Tengato. The models are derived from one another. I start with the highpoly model and build it to be easily subsurfaced (supporting loops, etc). For the low poly, I then go back over it and remove all of these loops. There isn’t a good automated way to do it, so you just gotta put in the time. However, it is worth thinking about your LP when constructing your HP so that you can set the number of verts on your cylinders for example to a reasonable amount for the lowpoly. It’s also important not to be 100% accurate to the source, but to think about ways to cut poly density of superfluous detail.

Hope that helps!