Hello everyone this is my first real post on polycount and I want to tell you a few things about myself before you critique the model. I'm a first year student for the game design program at my community college looking to improve my skills. This is my first completed attempt at making a model that uses multiple different maps. I'm looking for critique on the texturing and not necessarily the model because I made it very simple to make practicing my texturing skills easier. I've been looking around the internet for hard surface texturing techniques and feel like I'm starting to get the hang of it a little but I want to know if any of you guys can see some faults and help me improve.
Some of the details can probably be removed from the diffuse map, relying upon the specular map to show them.
I think I know what youre talking about. I've been looking at some other models on sketchfab compared to mine and seem to be a lot more reactive to the light. I was starting to think that was why thanks a lot!
Only thing I could add on is that the grip -could- be simplified by a baked normal map as opposed to protruding edges. And the blade's normal map is far too rough: only deep scratches should (IMO) be visible, otherwise don't really bother with the diffuse noise-baked maps.
Replies
The hilt seems too short, and the blade too narrow.
Some of the details can probably be removed from the diffuse map, relying upon the specular map to show them.
I think I know what youre talking about. I've been looking at some other models on sketchfab compared to mine and seem to be a lot more reactive to the light. I was starting to think that was why thanks a lot!