Heyo chappy's, been registered a while but never got round to posting anything.
Looking for a little feedback on a recent weapon model, there's a good bit of optimisation left to do (top of firing pin, some vertices on stock/butt-stock) a bit of feedback I received from my University tutor was to lower the poly count of the screws on the receiver and keeping the rear sight in place. It's a bit of a pet peeve of mine - when playing a game - sprinting and being faced with screws that are 8 sided. My logic behind it is - it's prettier, within budget and CE3 can handle it. I've lowered the count on polys elsewhere (i.e. the muzzle/sling loops) I'm guessing in adding the extra sides I've probably added another 100-150 triangles tops (all screws). I had about 10k Tri's to work with (excluding attachments)
Lee Enfield No4 Mk1 (with editted rear sight for easier aiming in game)
8.6k Triangles
4096x4096 maps (Diff/spec/norm)
for Cry engine 3
Marmoset render
My only critique would be that the wood looks very uniform throughout. Might be nice to add some wear particuarly where the hands would go. Maybe make the varnish rubbed down a bit. Overall solid piece!
The white metal patches looks wrong.You need to think in terms of spec, whiter should actually be a dark grey but more powerfull spec metal and somehow with wider glossy highlights than the black patches for example.I think you can tweak it/add spec gloss fairly fast as you already have the base for that otherwise niceee.Oh and try to break the gloss even more on the more rusty/ used pieces that you have some, just so you get nicer contrast !
First of all: stunning texture job! OK, maybe a bit uniform, but a few hours of work will lift it from awesome to amazing, no doubt. Artistically, I think you're home free.
However, I would have a look at your topology, and how optimised your mesh is (as your tutor told you). Try to think of it like this: Does this vertex deform the surface/add to the silhouette? If the answer to that is no, and removing the vertex doesn't impact smooting greatly, you should get rid of it.
The good thing about this asset is the texture. You can definitely cut 1k-2k, maybe even 3k if you want to, and still have it looking awesome. Start with the places the player will never see ... (back of buttstock, underneath at the front, etc)
man, the memories... this was the first rifle i ever fired, when i was 12! it looks gorgeous man.
personally i think there should be some wear on the lacquer finish, some fading around the typical wear areas like the butt, around the trigger, and further up the stock.
also, personally i think the texture size is too big.
I agree with almighty_gir, texture size is too big. Also some wear and tear around moving parts would really sell a story behind the weapon and add some character to it. Also, some variations on the gloss on the metal parts would be great too. Good luck.
Replies
My only critique would be that the wood looks very uniform throughout. Might be nice to add some wear particuarly where the hands would go. Maybe make the varnish rubbed down a bit. Overall solid piece!
Cheers
I am amazed
However, I would have a look at your topology, and how optimised your mesh is (as your tutor told you). Try to think of it like this: Does this vertex deform the surface/add to the silhouette? If the answer to that is no, and removing the vertex doesn't impact smooting greatly, you should get rid of it.
The good thing about this asset is the texture. You can definitely cut 1k-2k, maybe even 3k if you want to, and still have it looking awesome. Start with the places the player will never see ... (back of buttstock, underneath at the front, etc)
KEEP IT UP!
personally i think there should be some wear on the lacquer finish, some fading around the typical wear areas like the butt, around the trigger, and further up the stock.
also, personally i think the texture size is too big.