Site's live. I tested it as many ways and with as many friends as I could, but the best way is polycount bombardment.
If anyone has suggestions of content to change, remove, image order, whatev's! it'd be appreciated. Or should I wait and go live with more content?
Also, any suggestions on what kind of work I should add. Should I just keep pumping out more guns, more swords, or should I add a couple vehicles?
Replies
Though i would like to say,the models look good,well modeled,good material definitions.
Keep on truckin'
the MP5 has some GREAT material separation between the metal and the plastic, though the plastic is generally lacking any sort of wear. some bright scrapes on the gloss map would look awesome here. the entire thing is also missing bigger, low frequency wear shapes.
the revolver is very very plain in comparison. if you want to keep it clean there's a lot more subtle things you could do to make it clean but interesting. sword looks fine to me, as does guitar. guitar could maybe use some more sides to round it out.
i also generally don't like that method of texture sheet presentation, since it obscures the overall picture of the textures. i'd much rather see 0.5x sized pictures of the entire maps rather than a thin slice of each. i can barely read the text on the images, they need to be brighter. there's also no reason to put program logos all over.
The crystal sword would improve with some of the highlights and colour variation painted in to more prominently define the shapes in the blade (like in the concept ), Which would help to make it looks more interesting/ crystal like.
My main advice would be to keep pushing the materials, a lot of your work looks too "clean". Try adding some grime build up, or scuffs, or fingerprints in the gloss/spec, would help give your work more character.
Overall really good work though, solid portfolio so far!
St.Sabath: That was probably due to looping and cursor detection, I disabled looping, so it shouldn't be an issue now.
Racer445:
MK23: Right on, I'll work on the lighting some more.
MP5: Thanks, I'll do what I can to work the mats a bit more to see what I can do about larger low frequency wear and the bright scrapes in the gloss.
Revolver: Any suggestions on specific ideas I'm open to. I'll do what I can to rework the gloss/spec some though to help make it a little less white-bread.
Texture sheets: I was worried about that. I'll go through and redo the texture sheets as full flats @ 50%.
Mrpopo:
I'll give the rhino some lovin'.
The sword, I plan to get back into that and match the concept a bit closer, but I had to get those other projects to a finished-enough state first.
Everyone Thanks!
Of anything I would change, If we're talking strictly portfolio, Is the Revolver. Your portfolio as a hole would be stronger without it IMO. That said, Great tips here for how to touch it up, So theres always that route
Good work man! Looking forward to the next project.
My only advice would be to work on your uvmapping.
Everything seems to be uniquely mapped and with a 1:1 ratio.
The usp is particually evident where you mapped both sides of the weapons and like, the silencer is almost (if not larger) the size of the handle part. It should be smaller since its far away from camera. Or maybe just put it on its own small texture.
Also, the padding is to big. You need to pack those uvs better
All in all, good job! Just gotta look out for them wasteage in the future
Agreeing about using your uv space better and not a big fan of the texture presentation since you get to see so little.
I like many of your weapons, however the revolver is lacking in interest compared to the other weapons, also I would watch out for sharpening your images to much look at the pistol too see what I mean, you get that black edge all around.
I would also like to see the highpoly's, but that might be only me
I only saw two models though, before I closed the site. It wasn't loading fast enough. Also, it took me a minute to figure out how to save an image.
Why have such a fancy slow layout?