Hey everyone! I'm currently retreading my way through my portfolio and redoing a few models that really need more lovin in one form or another. This is the first remodeling project. My goal was to drastically improve my low poly construction and material definition. I aimed (ha...ha) to make this a FPS ready model. I stayed around 10k tris while allocating the bulk of them in the players view.
@Maxilator Thanks man. Oh you know what, i forgot to change the albedo of those in the substance file when I was making adjustments to the other brass bits O.o
The model looks really accurate and well done, but there could be some work done to give softer edge highlights on the normal map.
I would maybe reduce a lot of the random scratches on the broader surfaces. Also the dark metal bits could use a lot of subtle color variation, maybe some oily spots. The worn edges/lighter spots could use some color, like a very subtle brown/orange. (Some good reference here.) Adding a little bit of color to metal really adds a lot of life to it.
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I would maybe reduce a lot of the random scratches on the broader surfaces. Also the dark metal bits could use a lot of subtle color variation, maybe some oily spots. The worn edges/lighter spots could use some color, like a very subtle brown/orange. (Some good reference here.) Adding a little bit of color to metal really adds a lot of life to it.
- The side plate cutout on the receiver should only be on the left, see - https://i.ytimg.com/vi/52_Dx7k8ysw/maxresdefault.jpg
- The cylinder scallops are fully rounded cutouts, not flat after a certain depth. - http://picturearchive.gunauction.com/4241203238/12356994/img_2988 (medium).jpg_thumbnail0.jpg
- The top of the barrel rib, where it transitions to the wider rear is really poly dense for a front facing surface.
@RedRogueXIII - Thank you! Yeah I just wanted to make use of some uv management to get even more texal density
@gfelton and @jaker3278 - Thanks guys! I'm extremely happy with how it turned out. Especially over the prior iteration