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remington870 shotty

polycounter lvl 13
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gibson543 polycounter lvl 13
I've been working on this for the past couple of days. Pretty happy with it, I'm going to start texturing it tomarow unless you guys have anything I should change with it.

308gxf6.jpg
Heres the high poly, just without added little details

34nl5jq.jpg
the baked out low poly. Just normals no AO in this screenie.

anythings welcome

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  • gibson543
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    gibson543 polycounter lvl 13
    Alright so I decided to dive into texturing this thing. I'm pretty happy with it for the most part, being my first weapon texture, and I'm probably going to revisit this texture as well once I get the hang of weapon texturing more. Shown in marmoset toolbag, and of course, any comments or crits are welcome.

    2po79me.png
  • BARDLER
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    BARDLER polycounter lvl 12
    Looks solid, but the gun looks straight off the shelf brand spanking new. Put some gashes and scratches over it, darken the areas where someones hands would wear on the wood, and give it some personality.
  • gibson543
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    gibson543 polycounter lvl 13
    Thanks bardler, the metal was pretty much where I wanted it when it came to the damage, I just don't think it showed well with my lighting in that shot, I think it shows up better here. However, I did agree in the case of the wood, so I changed the base color and added some wear and tear to it.

    I think that this is gonna be the final, unless of course I get some crits that tell me otherwise.
    LAhvHy.png

    The final lowpoly is 2,261 triangles, and it has a diffuse, normal and specular, each 2048 by 2048.

    Kxs0vo.png

    MkQRQ9.png
  • Bek
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    Bek interpolator
    Could the rail like piece above the barrel be floating geometry, allowing you to remove all the loops along the barrel, as well as the cutting where the rail joins the barrel?
  • gibson543
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    gibson543 polycounter lvl 13
    Thanks bek, and yeah I tried that, but I got wierd black lines on the connecting points, so I think I'm going to leave it as is, but by trying that, I found some other areas that I could optimize, so I brought it down to 1,944 triangles.

    HUKKIs.png
  • gibson543
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    gibson543 polycounter lvl 13
    tackling a retexture, deciding now to go one step at a time with all the maps instead of doing the diffuse first and then moving on to spec. And this time I have a gloss map doing some work.

    Right now I'm just trying to get the base materials right with solid colors, comments on the previous texture are still welcome

    gGLkh9.png
  • Illusive
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    Illusive polycounter lvl 8
    looking really good! one thing though is at the back of the stock it looks like you've got a slight bit of stretching
  • gibson543
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    gibson543 polycounter lvl 13
    hey thanks illusive, and yeah its a little bit of warping from the normal map bake methinks. I might go back and fix it, but its not really number one on the list for me right now, being a smaller thing.

    Now just posting my progress on the reciever texture. I decided to study up this time and discovered there are multiple variants for this weapon. So I picked the wingmaster, which is a very shiny and clean blued steel. The metal has proven to be very difficult because its just harder to make clean things look cool. Still just a wip, Most of all of this is on the gloss with a little help from the spec, the diffuse isn't doing anything at the moment, not really sure how to use it on this one.

    On first glance I think it needs to be a tad bluer on the diffuse, and I have to sharpen the edges up. Again, I'm open to any comments

    ffTcUt.png

    thanks
  • gibson543
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    gibson543 polycounter lvl 13
    u0a6Fd.png

    alright so heres the second texture, I think this is a better attempt.
  • Millenia
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    Millenia polycount sponsor
    I'd lower the gloss value a lot since the barrel especially seems to have a pinpoint sharp highlight, but I'm digging the texture work :)
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