Hi all - this is my work in free time (By free time I mean when I’m not trying to finish Toriko… [Hey! At the end, I created body from scratch… Not nearly as perfect as it should be… But i’m happy!]). C&C most welcome, but be aware that this is early WIP.
These is really great modeling Would you mind posting the .blend of your most recent render? I would love to see how you set up the nodes to get that nice bloom effect.
Fire selector lever is ambidextrous on most models and the pinheads/bumps or whatever they are shouldn’t be so sharp, otherwise i find nothing to improve on (apart from making it hipoly of course, but I see you have limited hardware)
Really, it’s a very nice model
@Jörzi - Aw… I KNEW IT! THAT! SOMETHING! WAS! JUST! PLAIN! WRONG! ; d
In fact, I own HK g36c replica, lover receiver is pretty much the same ; ) My thanks, kind sir ; ) And yes, Hi-poly would be nice, but 3d view is lagging around 50k verts, and around 500k modelling is such a pain… Not to mention sculptiong for normals. Eh. Need to find job ; p
I’ll bevel the pins a little, any other complaints? : )
@Fish_Fly3r - In case that I couldn’t post it this evening, nodes consist basically of defocus and blur, but! Most of blur nodes base themself on leveled BW render, and I - after bit thought - came with idea of using… Specular pass. I don’t remember which node exactly I used to convert specular pass into image, but you’ll find out in blend : )
So basically, i’ve split this in two main routes, specular defocus and main defocus, and mix them together later, so I can have neat bloom effect with distant, out of focus objects : )
@RickyBlender - guns, m9 pistol and polish RKM wz.28 (Handheld-machinegun? Light machine gun? Must check on wiki ;p - HA! LMG! :D), http://en.wikipedia.org/wiki/Browning_wz.1928
To be honest… I can’t really get myself into finishing, so most of my models are scrapped halfway and tossed deep inside ‘My meshes’ folder ; d Maybe I’ll create topic specific for my half-producted models in case someone want to play with them?
Ok, I’ll repost model w/ tweaks, screenshot of nodes and updated graphics… And this time, I’ll make some proper naming within .Blend ; p
Ok, so I just basically remeshed some parts (From clean, quad mesh to …optimized… mesh, and after realizing mistake - fixing things back).
Model is now much, much cleaner, although it raised to about 13k.
And I’m stuck, I cant find good settings for material, not ot mentrion diffuse map…
I checked your .blend file and noticed that you’ve separated the plastic reciever cover into a lower and upper part, while they should really be one single part. This needs some merging and extensive remodeling but I think you can save quite a few polys if you do it well. You can disable edgesplit in editmode if editing becomes too slow.
Also, to keep the mesh clean, it helps to do advanced curvature parts first and fill in the flat parts afterwards (if you do poly by poly modeling, that is)