Home 3D Art Showcase & Critiques

Sawed-Off Shotgun [WIP]

Hello Everyone, I've been working on this shotgun for a while now, and so I thought I'd post it here and see if you all could give me feedback on it.

Here's the ref I used:
bUUrm.jpg

Here's what I have so far:
CdL3g.jpg
As you can see I'm already past the modeling phase and moved on to the texturing phase (which I'm working on right now), but if you think there's something I need to fix please feel free to tell me.

fvmwi.jpg
Yes this gun is intended for a FPS and it will animate.

anyways that's all I got if you have any questions for me feel free to ask.
Thanks for looking!

Replies

  • Tim270
    Offline / Send Message
    Tim270 polycounter lvl 6
    Post up the flats!

    Imo the pins on the side are not really worth the geo at all, the normal map will carry them, you could really pump some more triangles into the 'switch' and parts right in the FPV imo as you can afford it. Some subtle bevels etc will really sell the the weapon up close.

    Diffuse seems ok, but I think we need to see what is going on the spec and gloss to really push it.

    Good work so far though!
  • PlasmaVice
    Thanks for the feedback! I took your advice on removing the pins and you were correct good sir, the normals seem to carry them quite well. As for adding more triangles I'll try that as soon as I fix a small problem in my Normals.

    Anyways here are my flats:
    o9pkJ.jpg
    I found a small problem in my Normal map that I'll begin fixing right away.

    Once again thanks for the feedback.
  • Rockley Bonner
    Offline / Send Message
    Rockley Bonner polycounter lvl 12
    Ive got a question. is it possible to change the spec on the barrel to a very light saturated blue?
    also I would color correct the wooden peices in photoshop to more yellow/red/higher saturation and mabey turn up the contrast (or even redo the wood to where you can see those wood lines). becasue most of the gun is the same tone.
  • PlasmaVice
    Well I took your advice on editing the specular and diffuse maps. they certainly look better, but I'm not sure they look good enough.

    mWT1E.jpg

    Here's a pic of the shotgun now:
    CZZZy.jpg

    I finally fixed the normals and the switch came out looking better.
    Zj1n4.jpg
  • Quack!
    Offline / Send Message
    Quack! polycounter lvl 17
    It may be that I am tired, but it looks like your normals are inverted on parts of this. Take a look at it with just the normals and 1 light coming from directly above to see if this is the case.
  • sipher3325
    I agree with quack. Near the back of the barrel right where it meets the handle there seems to be something strange going on there with the normals...or maybe the seams in the unwrap. Also the spec for the wood looks a little strange to me. It looks more like the spec I would use for a metal texture. Sometimes I like to just take the texture i'm using for wood and just play with the lvls and saturation a bit. Maybe not desaturate it all the way and leave a little color in there.
  • PlasmaVice
    Well It's been a while and in that absence I was able to fix the Normals, take a look.

    with only 1 light:
    HAnJo.jpg

    Here's the Flat:
    geLKN.jpg

    any feedback wold be very appreciated.
  • letronrael
    No those wierd glitches are caused by Xoliul shader and gamma correction in MAX 12. Just render it with marmoset or unreal you will see you wont have those weird glitch dont worry.
Sign In or Register to comment.