Hey pretty nice stuff. imo the black metal looks like flat color , spec map aswell,the wood dont look like wood but like bakelitte, definitelly add some real wood pattern to it, wear on head and wood looks good tho, hope it helps
Wear shapes and values look good but you should consider the placement better. ATM you've got a TON of them in creviced areas which doesn't really make any sense - put them on raised areas rather!
Wear shapes and values look good but you should consider the placement better. ATM you've got a TON of them in creviced areas which doesn't really make any sense - put them on raised areas rather!
this is looking cool, i really like the wear you have going on the rocket and on the metal in the front of the weapon. some subtle color variation in materials would be nice to see.
the grips feel too hard-edged. they're rounded on the real thing for ergonomic reasons.
if this was meant to be seen from FPV, it would have been good to round out the cylindrical shapes near the player view and allocate more texture resolution to those parts. as it is, i think it looks much better from a third person view than from first person because detail seems to be evenly distributed across the whole thing. if you're going to put this on a portfolio, it might be a good idea not to show the first person angle because it isn't very flattering.
Thanks Hotel! You're absolutely right on the cylinders and grip. I realized those awhile ago but it was already too late to go back and fix. Rook mistakes
Stirls: For the wood i just used a bunch of grunge brushes. http://up.millenia3d.net/up/brushes.abr and for metal i just did stencils from real reference images.
this is looking cool, i really like the wear you have going on the rocket and on the metal in the front of the weapon. some subtle color variation in materials would be nice to see.
This is totally correct.
Further, I feel like the launcher is missing a layer of detail. The amount of surface wear is telling me that this object has had a rough life, but where's the dirt? It's missing the grime and finger prints and smudges that go along with an extended life in the field. I like to think more about the narrative with an object like this. Some helpful questions:
What type of dirt has it been through?
Was it ever set down in mud?
Has it been fired before?- (scorching around the barrel)
Has someone tried to wipe it down?- (smudging the dirt and oils together)
Did the owners use gloves?- (fingerprints or hand smudges)
Did it's owner die while using it?
Has it been oiled?
What order did all of this weathering occur in?
Answering these questions will get you the larger detail blocking that the piece is missing right now. It will correct the lack of variation and give it the missing push it needs.
Your material definition is great! The painted metals, scratches, and wood are reading really well!
Well i decided to fix the LP so that it was more FPS friendly. and tweaked the HP a bit too. not to mention my uv's a packed more efficiently now. 7843 Tris.
Just some base textures. I think I might add some ace bandage/tape on the grip. The UV islands are %10 bigger and the iron sights are twice as big. I did a much better job on the packing. Any critiques or ideas?
@ Robeomega: I must have overlooked that its supposed to be dark brown painted(not stained) wood. Ill be sure to tweak the diffuse and specular more. To be honest i haven't really worked on the wood at all I have mainly been working on the metal parts and the rocket.
Replies
Reed Weinstock
Reed
Small Update: Just messing around with some lights.
Wireframe 7.236 Tris
still this, keep it up!
the grips feel too hard-edged. they're rounded on the real thing for ergonomic reasons.
if this was meant to be seen from FPV, it would have been good to round out the cylindrical shapes near the player view and allocate more texture resolution to those parts. as it is, i think it looks much better from a third person view than from first person because detail seems to be evenly distributed across the whole thing. if you're going to put this on a portfolio, it might be a good idea not to show the first person angle because it isn't very flattering.
This is totally correct.
Further, I feel like the launcher is missing a layer of detail. The amount of surface wear is telling me that this object has had a rough life, but where's the dirt? It's missing the grime and finger prints and smudges that go along with an extended life in the field. I like to think more about the narrative with an object like this. Some helpful questions:
What type of dirt has it been through?
Was it ever set down in mud?
Has it been fired before?- (scorching around the barrel)
Has someone tried to wipe it down?- (smudging the dirt and oils together)
Did the owners use gloves?- (fingerprints or hand smudges)
Did it's owner die while using it?
Has it been oiled?
What order did all of this weathering occur in?
Answering these questions will get you the larger detail blocking that the piece is missing right now. It will correct the lack of variation and give it the missing push it needs.
Your material definition is great! The painted metals, scratches, and wood are reading really well!
Reed
Reed
Reed
Reed