M8 Avenger Hard Surface Challenge_WIP


#1

I finally got all of my other school related 3D projects under control and was able to start on a personal challenge. I have never been particularly good with complex hard surface shapes which is why I chose the M8 Avenger. I need some feedback on my topology and maybe a suggestion on how I could do the front part of this rifle.

As of now I’m trying to add edge loops in order to box in where the grill will be placed but it is pinching the geometry and I cannot get it to behave. The shape was initially extruded using a CV Curve. I know I could just put these in with a deformation map in the texturing stage but I really want to model it in. I know there is a way so I figured I’d ask the pros.

Thanks for you time guys. Also attached is a render of the wireframe on the parts I have taken past proxy.


#2

Hey man,

Are you making this for a game, or do you plan on using mesh smooth?

Either way, try to not get sucked into the diagonal nature of those cuts, and try to keep things as square as possible.

-AJ


#3

Those look just like the cuts I made on the lower part today to get the same shapes. I just tend to overthink things when I’m working on something. As simple as it may be, I will overthink it. I appreciate the help. I’m finishing up the old Hallway Lighting Challenge for class then I can get back to it.

I’m curious though. I see you just kind of did this paintover. Can you really just see topology like that? I guess maybe it’s because I’m relatively new to 3D, but I couldn’t have come up with that off the top of my head. Not yet anyway.

Parker


#4

Hey man,

There isn’t much to it. Just draw lines around the sharp edges, and try to fill in the gaps with the most square shapes and 90 degree angles you can. Also try to keep the polys the as close to the same size as possible.

I think a lot of people fail to get the basic form correct before they start adding details, and it all turns into a huge mess. Sometimes you have to be disciplined and resist the urge to start cutting out small details too soon.

-AJ


#5

I appreciate the help man. Yeah Vancouver Film School has done really good about stressing the need for proxying out your geo before getting into the details. I have the entire gun already proxied out to proportion and now I’m adding detail.

Anyway. I am going to post up a wip tonight. Thanks again.

Parker


#6

Here is an update on what I have had time to complete so far and how I solved the grill problem. Feel free to critique and give me advice.


#7

Got some extra time this morning to get a little more done. Have a project I need to finish surfacing then I’m hoping to get this sucker modeled out and start unwrapping.


#8

Got some more done today. Need some critique on the stock most of all.


#9

Hey man,

Could you give a little more information about your project? What program are you using? Is this for a game engine? Do you plan on using subdivided surfaces?

It would help if you uploaded larger renders, and mixed your wireframe with a shaded view. You can go into Photoshop and combine your two renders by setting your wireframe to multiply in the layer mix mode. Upload your larger renders to a hosting site like use.com, photobucket, or postimage, and copy the direct link. Then, paste the link in the post, and surround it with

[img]directlink[/img]

-AJ


#10

Here is a larger turnaround render.


#11

Hey man,

If you want to make your images a link to a larger image, use:

  [urI=linktolargeimage][img]imagethumbnail[/img] 

Replace that I with an l, and your in business.

-AJ


#12

Haha thanks man. I’m not forum savvy. Should be ready to go. I’m using Maya, the only subdivided surfaces I needed was for the stock of the gun. And this is just supposed to be a part of the Mass Effect still life I wanted to do.

I’m currently preparing my passport demo reel for choosing my stream at Vancouver Film School so this is just a side project.


#13

slight bump Any modeling changes I should make before I start texturing? I’m not sure whether it is better to have smoothing or built to smooth. I guess it would be a matter of preference or restrictions correct?


#14

Hey man,

It would help if you posted bigger images. I can’t make out the lines very well in your previous post. Although from what I can see, it looks ok.

-AJ


#15

The image links to a bigger version that you can zoom in on for higher resolution. Does it not work for you?


#16

Hey man,

Ahh. I had to click it like 5 times, but it worked. The edge flow looks ok. Your line flow from component to component doesn’t line up, but I don’t think the tolerances are tight enough for that to matter. If things really needed to be tight, you would want to line those up.

Good luck with the texturing!

-AJ


#17

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