@FridockShir:
These materials are only placeholder, they get replaced in the lowpoly.
They are simple Diffuse/Gloss Shader nodes mixed, with a grunge texture in the roughness input (i rendered these in Cycles)
Renders look cool, and the gun looks nice, But for the sake of being able to read the high poly I would stick with a high spec grey material. That way people could critique edge width easier, and give you a little better feedback of the highpoly. highly reflective materials like the metal you have here make it difficult to find geometry errors like pulling and pinching.
Damn! Top notch work. I love the clean look it has. Everyone always takes the dirty route but this looks so much better Like it belongs in an old gun museum!
Thanks guys
There is already some wood pattern in the normal. Also i painted in some discoloration, i think i have to make it stonger.
But why is my wood grain wrong? I checked some reference and it doesn't seem wrong...
I think it's just the fact the wood grain normal's aren't really effecting the light bounce angle, so it looks a bit too glossy without any imperfections.
The wood needs work as far as grain, I think that it's really nice clean but I would make some sort of diorama to put it in or a stand or plaque so it looks like a collectors item. I think that would be awesome:) Really nice though I would just push it a bit further.
There is already some wood pattern in the normal. Also i painted in some discoloration, i think i have to make it stonger.
But why is my wood grain wrong? I checked some reference and it doesn't seem wrong...
Right now the wood grain (the rings/wood pattern/howeveryouwhannacallit) doesn't look natural. It doesn't follow the shape of the wood. Looks like you just randomly slapped a photo without paying too much attention to it.
Replies
Can you tell how did you do those materials real briefly?
@FridockShir:
These materials are only placeholder, they get replaced in the lowpoly.
They are simple Diffuse/Gloss Shader nodes mixed, with a grunge texture in the roughness input (i rendered these in Cycles)
I see, thanks for reply!
Looking forward to see more of that
Currently at 7895 tris with an 4096 x 2048 map (will resize it to an half later)
One thing I would change, as suggested by cR45h is the wood grain and I would also maybe add some defects in your diffuse and normals.
I've never seen such a smooth brand new looking m1 carbine in my life, apart from the synthetic plastic ones.
There is already some wood pattern in the normal. Also i painted in some discoloration, i think i have to make it stonger.
But why is my wood grain wrong? I checked some reference and it doesn't seem wrong...
A few examples of what I mean;
http://upload.wikimedia.org/wikipedia/commons/9/9b/M1_Carbine_Mk_I_-_USA_-_Arm%C3%A9museum.jpg
http://candrsenal.com/wp-content/uploads/2011/11/Field-Strip.png
http://ravelingroup.com/wordpress1/wp-content/uploads/2012/08/M1-Carbine-pic1.jpg
http://thumbs.dreamstime.com/z/american-m1-carbine-21574941.jpg
Notice how the wood grain has a certain direction. Yours seems to be random giving it a pretty weird look.