So this is a piece I worked on for a game I am producing with a team at university. I still have a long way to go but please let me know what works/doesn't for my next project! Modelled in 3DS Max and Textured in Substance Painter (My first time using Substance Painter)
I don`t understand why there are HP parts on your LP model, and for the textures i can`t make the differences what is metal, what is plastic or what is emissive, it looks like a flat diffuse. Take a look at this weapon https://www.artstation.com/artwork/lOAGV
I don`t understand why there are HP parts on your LP model, and for the textures i can`t make the differences what is metal, what is plastic or what is emissive, it looks like a flat diffuse. Take a look at this weapon https://www.artstation.com/artwork/lOAGV
Thank you for taking the time to reply, could you elaborate on which parts you mean when you refer to the HP parts. As for the texturing this is my first time creating textures using Substance Painter, I will take a look at the link you've provided, I really do need more practice lots more. I've included a screenshot of the gun in engine with our main character. For the purposes of our project it wasn't super important for super high detail because our game is from an isometric perspective. It is also worth noting I used the Smart materials from SP and tweaked them to get the result shown as I don't know how to create materials of my own in Substance yet. I look to expand my knowledge for my next project!
Its normal maps and PBR, all the floating geo from the first image is baked onto the low poly. I used the provided smart materials in Substance Painter to create the textures you see with some tweaks in the settings.
you should create a fully subdivided model to bake onto your low poly so that your model doesn't have these unnaturally sharp edges. Without a proper bake, the model is going to look very primitive like a ps1 game. You should always keep up reference for the material you're texturing. Just open up google images and type "painted gun" or something like that and look at how some real life examples look, and what's different about them compared to your model.
as you can see, scratches are pretty subtle and varied in real world rifles. your model will look a lot more realistic if you just try to copy the roughness values and details you see. a lot of realism is just building up subtle details.
for right now, everything appears to have the same kind of roughness values meaning it will all read as the same material. It would be fun to play around with the design and maybe try making the bottom part of the rifle a composite or plastic material - just try to vary it up a little bit and it will go a long way
Replies
http://i.imgur.com/K3LIpdX.jpg
https://cdnb3.artstation.com/p/assets/images/images/002/232/963/large/raul-jr-abonitalla-smg-white-02.jpg?1459069121
http://www.imfdb.org/images/b/b8/Vss1.jpg
http://www.thespecialistsltd.com/files/M16A2.jpg
as you can see, scratches are pretty subtle and varied in real world rifles. your model will look a lot more realistic if you just try to copy the roughness values and details you see. a lot of realism is just building up subtle details.
for right now, everything appears to have the same kind of roughness values meaning it will all read as the same material. It would be fun to play around with the design and maybe try making the bottom part of the rifle a composite or plastic material - just try to vary it up a little bit and it will go a long way