I am currently working on this assault rifle. I am on the texturing stage. There a some parts that need to be rebaked. I still have to add quite a few scratches yet.
It strikes me as a little squishy - i'm having a hard time pinpointing exactly why, though.
I suspect it's because you've got a lot of darker colors following the turning edges and it's competing with the lighter edge-wear and killing the cornering effect, but i can't be completely sure.
I definitely feel that it could use a little more material variation as well - I suspect you've got the same surface scratches on every piece of metal and I think it would help if you showed the flat surfaces wearing a little differently on the different pieces.
Nice work overall, but the black linework kill it. (the grip and clip are cool though).
Could do with a specular boost, if you have it there now, hard to tell.
I did have specular map on it but I toned it down since in Marmoset higher specularity was causing darker and lighter color to become same. I will try to get a better shot with higher specularity.
I like the spec update, gives it a much better metal look. There are a few spots where I think the normal looks a bit rough and is reading more like stone. Could maybe use a few more damaged areas with a higher contrast to break up the spec (it looks like you have some, maybe just darken those areas a bit to make them stand out more.) Looking good though, keep at it!
Looks nice
I would not mind seeing some color in the spec and a few brighter and darker places to give it some interest when the highlight goes over.
Also see you have your text in the spec map, not sure if it would work that way, if the text is to have spec then it should be the same for all the text, now you have both white and dark text.
One more thing, I think the grooves on the front grip is to small and to many, cause unless you see it from the side view it does not read very well.
eedobaba7726:Thanks, I was experimenting with the idea of having a clean version and I liked the way it came out.
Stromberg90: Thanks, I will try and see what I get with some coloring in spec. As for the grooves, I agree with you that they don't only read well in side view but I was trying to match the concept and didn't want to go too far away from the design.
Flewda: Thanks man, I am still trying to keep my options open. I haven't completely given up on game industry
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http://pogimonz.deviantart.com/gallery/#/d2hvw8a
I suspect it's because you've got a lot of darker colors following the turning edges and it's competing with the lighter edge-wear and killing the cornering effect, but i can't be completely sure.
I definitely feel that it could use a little more material variation as well - I suspect you've got the same surface scratches on every piece of metal and I think it would help if you showed the flat surfaces wearing a little differently on the different pieces.
Could do with a specular boost, if you have it there now, hard to tell.
I will work on fixing up texturing.
I did have specular map on it but I toned it down since in Marmoset higher specularity was causing darker and lighter color to become same. I will try to get a better shot with higher specularity.
For now, here is high poly
Here is an update. I fixed some normal issues and specular. I am trying to find a balance between too shinny and too matte.
http://cl.ly/image/222809301W3T/r20.jpg
Yours looks cleaner than mine though. Nice work.
I would not mind seeing some color in the spec and a few brighter and darker places to give it some interest when the highlight goes over.
Also see you have your text in the spec map, not sure if it would work that way, if the text is to have spec then it should be the same for all the text, now you have both white and dark text.
One more thing, I think the grooves on the front grip is to small and to many, cause unless you see it from the side view it does not read very well.
Great job
Stromberg90: Thanks, I will try and see what I get with some coloring in spec. As for the grooves, I agree with you that they don't only read well in side view but I was trying to match the concept and didn't want to go too far away from the design.
Flewda: Thanks man, I am still trying to keep my options open. I haven't completely given up on game industry