Been working on this at the moment. Finally moved from Toolbag 2 to 3 and this is my first attempt at trying out some new stuff like realtime GI and new lighting setup in there.
I want to personally thank Marmoset on the awesome toolkit they have, will be trying out their baker in the future as well. The idea of cleaning up skewed normals is REALLY enticing.
Playing around with the scene setup to git gud at having nicer presentations and used several old props I had for the backdrop. This is the Highpoly with color materials only. Will now be focusing on making the lowpoly next.
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Also thanks for pointing out the firing pin mark! I personally did not know that it originated from the hammer contacting the bullet and thought it was a design choice by bullet manufacturers, shows how much i know about bullets.
I still think there are some places where I can improve in terms of things like improving pipeline speeds and certain areas in texturing for sure. This is also my first throw at creating a wooden grip from scratch. Not really satisfied with it but I think its "passable" for now, need to study more on getting gud.
More shots and Marmoset viewer in my artstation: https://www.artstation.com/artwork/8n2Am
Your High poly, low poly and bakes came really nice and clean, congrats!
But the textures i believe could be ajusted a little. The wooden grip could be a lot less saturated. As it stand, it looks like those amateurish renders, with super saturated colors. I don't know the reference that you went for, but take a look at how the wood, while similar to yours, is a lot less saturated:
Also, the screws and bolts are too reflectant, this results in a huge, unpleasant contrast between the black main body of the gun and the little pieces and hammer. If i were you, i'd drastically lower the specular values of those parts. They should looks more like opaque metal than chrome. Even on the reference above, the main frame of the gun is more reflectant than the bolts and screws.
Other than that, pretty solid piece
Also in regards to the screws I had it more akin to stainless steel based on a reference I used but having them be more rougher and less reflective does remove the sharp contrast between the surfaces.
On an unrelated note, DDO screwed me over by having me be unable to unflatten my psd files so i cannot manipulate any of my materials anymore, RIP.
With the soft edges, the metal looks like a strange type of plastic right now.
The texture has the small scale detail it needs, but is lacking on the large and medium scale detail that sells the texture in the end.
The current edge definition is very thin and in partially strange places, it looks like obviously made with substance painter, try some more broad strokes and look at some references for good textures and do it manually. When you know how it is supposed to look you can try to generate it with painter. Think where it would apply and compliment the model the most.
That is more something to keep in mind than a rule... The width of the bevels is really dependant on the use of the model (RTS, 3rd person etc)
In the grand scheme of things I made many mistakes and bad approaches. I should have chamfered the hammer and made most of the metallic items more harder which was actually the case for the screws. Also should have chamfered some corners to prevent "blobbiness" for things like the trigger switch and the upper part of the frame holding the barrel since the user would be seeing that section 90% of the time so going all out on areas of main focus for geo should have been arbitrary.
Texturing was a mess here for certain parts. My base definition was okay-ish here but the edge wear was extremely awful even after a couple of redos and even the final variant doesnt gel as nicely as I would like. I actually did not really want too many macro surface wear for it because I wanted the pistol to be less "weathered" and only contain the sort of damage most maintained weaponry in an urban setting might have rather than having the weapon go through something like Vietnam.
Also to clarify; I textured this with Quixel but yes, I do feel like the weapon is an in-between of a "generic parametric mash of materials without any manual work done" and an actual proper piece. I think my current plan is to do some more rudimentary texturing where I REALLY try to PUSH a simple asset and give it some story in different situations (IE: brand new, kept over time, battered)
Thanks for the critiques and comments though! The worst thing that can happen for me is designing inside a bubble or having people just praising me without giving good advice.