The flash suppressor is a bit different than the versions I have seen - most notably, the holes are farther forward and closer together, and there are 4 sets. The capping at the end is odd; you're probably better off modelling the suppressor as a tube rather than a cylinder.
The flash suppressor is a bit different than the versions I have seen - most notably, the holes are farther forward and closer together, and there are 4 sets. The capping at the end is odd; you're probably better off modelling the suppressor as a tube rather than a cylinder.
Good point, if I ever revisit the model I'll be sure to address that. Cheers :v
Scope low poly'd up/textured, restarted main gun texture since it was kinda messy. Also made a synthetic grip (pending non-dDo texturing work). Still need to refine the gun's materials more, pretty happy with the scope. Might add some colour variation there.
Thats looking ace mill, i would take some of the dirt in the barrel, other than that its coming up amaizinglly. Looking forward to some low freq details
I definitely prefer the cleaner, subtle metal of this new texture.
Is this for F:NV + whatever the new LURK team project is? I'm kinda curious how you're approaching the modular pieces (specifically the foregrip, as the suppressor and scope might also attach to other weapons) especially if you're unsure what the in-game implementation will be — for example, is the foregrip it's own model or have you just got two variations of the main weapon texture? Each have their ups and downs. Just curious.
Also can you see through the iron sights when the scope is attached? It's hard to tell but it almost looks as if the scope is a bit high.
Mostly for portfolio & NV. I just gave all the mods their own UVs to make it more modular and yeah, you can see through the sights when the scope are attached, but that doesn't matter anyway since you can't use both on NV, it's either scope overlay when the scope's attached and iron sights when it's not. You can see the subtle gloss variation on the dust cover better here:
Sure, textures still need a fair bit of work. I'll make to differentiate those scratches a bit more 4Echo as well as tidy all the edges up and such. I'll add some more grease and wear too Rumkugel, don't worry
You've got all the details you need, I think I would add more contrast between them though, some of the indents and part of the scratches could have less dirt on them so they shine a little bit more and look lighter compared to the base metal like this pic.
Millenia, do you use any sorts of tools for painting textures besides photoshop? Also have you significantly updated the brushes you've been using since you put up all those brushes to download when you made that tutorial series?
So wait, could you explain a bit further? Do you literally take hi-res photos of the weapons and project them on to the model or is it different than that.
I do like the wood. Doenst feel too saturated at all.
It´s got varnish coated over it..
You could add some chipped places on it tho.
Wood that is exposed on these areas gets bit darker and duller than the wood covered in varnish.
I do also like the material differences of the scope and gunmetal parts.
People tend to make this the same.
Nice.
However, i feel that its overall too gritty.
Eg the rough gun metal parts feel the same like the scope material in the roughness texture.
Well for starters, there's some obvious mirroring on the front side of the magazine, it wont be visible if it's put in a FP view but in renders it's pretty obvious.
From what I can see; there's a small scratch and some edge damage (created by ddo) that needs some reworking.
nice work so far. I think the wooden part looks to blocky (not soft enough for wood) and too orange. I think the materials there need the most love still. Also, Id breakup the rest of the gun a bit more with slightly different value in the diffuse and doing something more with the gloss to vary up the reflections more.
Just looking at the ref some more... checkout how the harndle, the stock, and the barrel are reflecting light differently. Also remember parts like the magazine are seperate parts of the gun, (in other words won't match up perfectly in terms of value, gloss, and spec). Again, just break up the pieces more by playing with the material values. You want to avoid the composite, 3d print look (avoid having materials along different surfaces all read exactly the same) since you are mimicking real world materials here. but its super close man, looking forward to seeing it finished!
Just looking at the ref some more... checkout how the harndle, the stock, and the barrel are reflecting light differently. Also remember parts like the magazine are seperate parts of the gun, (in other words won't match up perfectly in terms of value, gloss, and spec). Again, just break up the pieces more by playing with the material values. You want to avoid the composite, 3d print look (avoid having materials along different surfaces all read exactly the same) since you are mimicking real world materials here. but its super close man, looking forward to seeing it finished!
Cheers for the feedback, I'll see if I can't improve the material separation a bit before Fallout 4 comes out and is moddable.
Here's how it looks like in Fallout: New Vegas with its antiquated diffuse/spec/normal shader (The texture itself was authored as PBR and converted to something a bit more suitable for the engine):
This is really cool. Have you tried Substance Designer/ Painter yet for texturing?
Yeah, though I can't seem to get the same quality out of either compared to Photoshop & dDo. Especially with the Quixel guys promising a 3d painter in the next dDo patch I'm a bit reluctant to spend too much time learning them at this point :v
What's the max viewport shader you're using? (Also your work is god damned amazing and I have always tried holding myself to your standard of quality.)
Replies
Your Textures are very cool
I haven't, but I could do some time.
Good point, if I ever revisit the model I'll be sure to address that. Cheers :v
Quick scope thing (still hp):
Is this for F:NV + whatever the new LURK team project is? I'm kinda curious how you're approaching the modular pieces (specifically the foregrip, as the suppressor and scope might also attach to other weapons) especially if you're unsure what the in-game implementation will be — for example, is the foregrip it's own model or have you just got two variations of the main weapon texture? Each have their ups and downs. Just curious.
Also can you see through the iron sights when the scope is attached? It's hard to tell but it almost looks as if the scope is a bit high.
This make the rough party pop more.
Wire:
Flats (wip)
I am also working on a weapon right now, hopefully it looks as good as yours when its done :P
More sensible settings:
It´s got varnish coated over it..
You could add some chipped places on it tho.
Wood that is exposed on these areas gets bit darker and duller than the wood covered in varnish.
I do also like the material differences of the scope and gunmetal parts.
People tend to make this the same.
Nice.
However, i feel that its overall too gritty.
Eg the rough gun metal parts feel the same like the scope material in the roughness texture.
Keep it up Hope you dont call this done yet ^^
From what I can see; there's a small scratch and some edge damage (created by ddo) that needs some reworking.
e:
this part:
http://millenia3d.net/tb2/Galil/ (Marmoset Viewer)
Cheers for the feedback, I'll see if I can't improve the material separation a bit before Fallout 4 comes out and is moddable.
Here's how it looks like in Fallout: New Vegas with its antiquated diffuse/spec/normal shader (The texture itself was authored as PBR and converted to something a bit more suitable for the engine):
Soviet PBS-1 suppressor, here's the subd cage wireframe:
Parts with red wireframe were Zbrush dynameshed instead of making them proper sub-d.
Yeah, though I can't seem to get the same quality out of either compared to Photoshop & dDo. Especially with the Quixel guys promising a 3d painter in the next dDo patch I'm a bit reluctant to spend too much time learning them at this point :v
Great job on that