Hello Polycount! I recently made a .44 Magnum Revolver but decided to go back and texture it again for practice. This time I decided to ditch the stainless steel style and go with a black glossy look. All feedback is appreciated, thank you
That line you have going down the back of the cylinder that crosses over the recessed shape you have there looks a little strange to me but I can't really put my finger on why. Also just from the lighting it looks like that part is actually being bumped out instead of going in. Is the green in the normal map being inverted? It's difficult for me to tell just from these two pictures.
I fixed the wear line on the cylinder. I added the blue/greenish tint to the spec and brought some of the scratches out on the barrel. I also added a little bit of the rainbow oil effect to the metal on the trigger and hammer.
I see the reflection is too much in some parts. I usually multiply the spec with reflection map to get rid of this. also I think you should blur the map too . It's like a mirror right now in some pars
. Also it seems like some of your edges in high poly was too tight .
@Ehsan Gamer: Thanks man, yes I'm using Max and 3point shader. Pardon my newbieness but how would I go about multiplying the spec with the reflection cube map?
I think you can't do it in with 3point shader. (I don't use 3point) but maybe you can reduce the effect by blurring the reflection map. There is an option for blurring reflection map in Xoliul shader and also an option called "Use Glossmap for blur" which can help.
and maybe your can build your own material in UDK .
Oh and maybe adding a kinda bump map to your Normal map help you too.
looks cool, but overall it's really glossy. Are you going for realistic? because i would try to break up the specs a bit more. Where you have scratches should way more matted. Same goes for dust and other stuff.
@Ehsan Gamer- I found the blur setting for the cube map, that seemed to do the trick thanks. I discovered that there is an option in 3point shader to use a mask for the reflections based off of an alpha map, I'll be giving that a try as well.
@Alberto Rdrgz- Thanks, yeah I'm going for the realistic glossy look.
Another update, I think I'm going to add just a little bit more dust/dirt. I also found a great reference video of the gun, it's a little more reflective than mine though. Any suggestions?
Looks pretty nice! I'm working on a nearly identical S&W .357 right now and thought I would look around online to see what other people have made. How many tris are you at? Any chance we could see the wireframe/textures?
Replies
Also Reventius is correct, the wear line from the cylinder rotating generally will end at the indentations. Here are a couple examples
http://www.hansenguns.com/images/swarmymodel1.jpg
http://p2.la-img.com/1125/29172/11275119_4_x.jpg
Other than that it looks pretty solid.
I fixed the wear line on the cylinder. I added the blue/greenish tint to the spec and brought some of the scratches out on the barrel. I also added a little bit of the rainbow oil effect to the metal on the trigger and hammer.
I see the reflection is too much in some parts. I usually multiply the spec with reflection map to get rid of this. also I think you should blur the map too . It's like a mirror right now in some pars
. Also it seems like some of your edges in high poly was too tight .
@Ehsan Gamer: Thanks man, yes I'm using Max and 3point shader. Pardon my newbieness but how would I go about multiplying the spec with the reflection cube map?
and maybe your can build your own material in UDK .
Oh and maybe adding a kinda bump map to your Normal map help you too.
@Alberto Rdrgz- Thanks, yeah I'm going for the realistic glossy look.
I'll have another update soon
https://www.youtube.com/watch?v=HAFoADmTyeM&feature=related