Hi, I'm Sindre "Raminul" Gangeskar, I'm 19 years old and I've been modeling for about 1.5 years now.
I'm starting to build up a huge interest in the 3d world, and I figured I'd love to do modeling and texturing as a professional some day, but I don't think I'll be able to get the chance of getting into the industry unless I create a portfolio, which I pretty much want to create anyways.
I've got a few recent renders I've done, that I need some feedback on, what're things I can do to improve? What do you guys think?
Do the models look okay? Do I need to do some drastic changes to my models in order to improve?
I've only been doing this for a year and a half like I said earlier..
So I don't see myself as a good modeler, I don't even think I am worthy of being called an amateur artist even.. I'm simply a ¨wannabe¨ at this time, I guess.
I'd like to be a professional artist some day, this is something I've had good thoughts about and I figured this is something I'm quite passionate about, and it's something I'd like to do as a job if I ever get the chance.
Here are my three recent renders I've done, they've all been rendered with 3Point Shader Pro in 3ds Max 2012.
I appreciate all the feedback you may give me, please do tell me if there's something I should do, if there are any tips / advice you have for me, please do post them.
My very recent Mossberg 590

My MP5K, it's a bit old.

And finally, my Colt.

Replies
But yeah, looks good I suppose. Generally though I would say shaded High polys are pretty pointless, show us some textured low polys if you're striving to be a game artist.
Renders look pretty good (I'm sure a more experienced weapon artist here could provide some crits), but this isn't game art yet. Modeling is just one part of the process, so get some baked + textured stuff to show.
Thanks.
I'm not that great at texturing though, I think, but here's the textured colt.
This is my 3rd attempt at texturing, my first serious attempt, others were paint textures, more or less..
On the low poly, I feel tha tthe grip isn't reading well enough ( maybe too dark, not enough details in the spec/gloss map or their levels?)The end of the barrels might need a little more wear on it considering all the edges are reading as more worn out.
Also, on low polys, show wires
Just putting this out for any blender users out there.
By the way, the guns look fantastic.
My advice is learn more about shading and lighting in the real world. Study materials and do your own research on them. In my opinion procedural programs like Ddo will always look... procedural. It's great at first glance, but to make it really convincing each piece takes as long to set up (color maps, material definitions and tweaking), as making a diffuse map in Photoshop; only advantage is it spits out great specular maps and whatnot, but from what I see, materials will work slightly different with e.g. Unreal Engine 4's system for spcularity (closer to MIA materials).
This is an excellent and short (free) tutorial on the topic and - in my opinion - still looks better than what Ddo can achieve:
http://forums.cgsociety.org/showthread.php?t=373024
And here is some cool and important stuff on specular maps. They may seem unimportant at first, but specular is what really makes your material pop. The specular is really important for the material definition:
http://www.manufato.com/?p=902
I'm just saying, these programs shouldn't be the starting point of any artist's texturing experience. There are only a few basic rules as to why a texture should be made in a specific way. Learn them once and you can spend a lifetime refining them; knowing these things about specularity and some color theory will also help in case you are doing some 2D work for research.
I have seen the most horrible assets done by beginners, using Ddo. Ambient Occlusion turned up tp the max, strong, white specular reflections on wooden crates, etc. Of course you can achieve great results with Ddo, etc. and just like you say: they can help making great base textures. But for a beginner it is too tempting to make a texture from a preset in 10 seconds and pretend that it looks good. Without knowing how to texture manually it is hard to understand what is happening in Ddo and what is necessary to tweak the textures you are geting from it. It dumbs down the texturing process without making the 3D artist more knowledgable about his work.