The model looks very good, but something did not feel right, and from my conclusion its the materials. The roughness is too similar for various materials. The Colored parts feel very flat, the worn parts seem to have the same roughness as the painted ones. The rubber has almost the same look as the painted metal / plastic. If thats more shiny and the white worn parts less it will look better. The white highlight on the red cap above the barrel is confusing, I cannot read the material. The sci-fi triangled metal parts look like someone sprayed metal paint over plastic. The metal barrel parts have a nice difference in roughness but are almost too shiny.
What also bothers me a lot is that the lenses feel like a decal, destroying the illusion a bit for me
The low poly is around 14k tris, with some extra spend on anything cylindrical or curved, as I wasn't sure what the final shots would focus on.
The material levels were an eyeball more or less, but exist within the parameters for the appropriate values per material in a PBR. It probably ended up a little hot for gloss/spec, but I liked having that range to play with in the end.
This is a shot of the main body texture set. The grenade launcher and the scope were on their own respective maps.
I'll snag some shots of the high poly here shortly.
Also, small note about the low poly: I did originally try some decimated pieces, but I opted to remake some shapes instead of doing cleanup/UV on anything gnarly.
LOoking good! I would definitely flip the front attachemtn to the left side, so all those good bits are visible in FP, right now they are invisible to the player while gaming.
And maybe increase the spec on the metal scratches in the orange receiver.
Here's some shots of the high poly work. I originally set out to do more sculpting for the sake of practice, but as time wore on I opted to save time on the last of the body seams with floaters/NDO like I would in production.
I also used a coworkers super handy script for duplicating along path, which allowed for the use of curves to create complicated seams with precision. I highly recommend this method, and would be happy to answer any questions if his demo video and explanation don't suffice - his tool can be found at:
Really like the modelling work - great hard surface forms I have to say. Something with the materials though - to me the metals look slightly plastic - maybe play with the F0 values for that some more?
looks sick man.
Only crit is the section looks a little like metal based on the spec, but the color lends itself to more of a paint. (I think maybe its because the scratches on the orange arent transferred to the spec map)
Great modeling, clean bake, great textures.
First I gotta say beautiful gun however it could look a LOT better.
My guess is you are rendering this out in Marmoset? Awesome!
I'll break my feedback down per material pass first and then on to the model itself.
DIFFUSE
Orange feels REALLY saturated and over the top and I can see what appears to be a ton of AO in the map itself. If you are going PBR kick that AO out into a seperate map. Your diffuse in PBR should be the colors of the actual materials and their corresponding values. Bare metals will be close to black if not full black at times.
SPEC
Your spec map is basically a map to define the specularity of each material. Prior to PBR people tended to ignore the gloss a lot and put more detail into the spec. I have found that keeping less detail in my spec now and more in my gloss will give me much better results.
Case in point. Bare metals specular properties aren't going to really change too much unless there is some corrosion on it, paint or anything else that changes the actual surface of it. Scratches that don't reveal another material below it can be pushed to your gloss map since in the end the material makeup/surface finish didn't change.
Could afford to bring some color in here for your metals. A little blueing effect to push gun metal look could be nice. Define your metal types
Also remove AO again just because something is in shadow it doesn't mean the specular properties of that said material are going to change.
GLOSS
Not quite sure why there is color in here but maybe its working.
Your material definition seems off. The painted area is very hot (white) in your gloss map which would mean it is more of a Bare metal than a painted finish. Even a glossy paint wouldn't be that hot and I think that is why all the materials still feel the same on here and there is no real breakup in value.
You have the dark areas on your diffuse which look like gun metal or some type of finished metal but the gloss map they are a mix of dark and white.
Pedro mentioned it prior but its got a lot of hard edges right up in your face as well as a few areas that aren't rounded out too well. Spend the verts in those areas closest to the camera to make things look smoother.
Also looks like you have a few bake issues that most likely came from being boxy and hard edges.
Jesse - Thank you for taking the time to do a stellar crit for me, that's cool of you to take the time!
This is in Marmoset, and one of my goals here was to get something custom all the way through and into a PBR with as much material read as possible. I think that somewhere along the line, I strayed and just started eyeballing and screwing with the textures to get a certain detail to pop here or there, and the big read got away from me. Several people have said that the material read isn't quite right, so it's not and needs fixing
I'm playing right now with several of your suggestions, and my only real issue so far is that Occlusion as a separate map seems crazy underwhelming. The effect is very minor. I need to keep messing with it. What I am finding is that simply removing AO from incorrect maps is giving me cleaner materials somehow; the visuals far less muddled.
Part of getting solid crits is reciprocating with updates, and I will try to do so as soon as I can! We're gearing back up at work, so updates may be slow, but they are forthcoming.
I also used a coworkers super handy script for duplicating along path, which allowed for the use of curves to create complicated seams with precision. I highly recommend this method, and would be happy to answer any questions if his demo video and explanation don't suffice - his tool can be found at:
Seriously, download it and mess around, it's killer!
cool gun! you used duplicate along path to create seams? I thought it was just for adding screws or rocks etc, basically geo that sits on its own rather than links up perfectly with the next piece.
Ged - its great for seams, too. Basically, I just derive curves from polygonal edges where appropriate, create my fake seam piece, and use the tool to get the full seam. What's great about John's tool is you can iterate the curve and the pre-duplicated mesh on the fly, so you can see your final results form up pretty painlessly. You'd be surprised at how little cleanup was required after using it in the bake. Badass tool!
No, I just cranked it out by hand. I haven't used dDo in production, mostly because my day to day doesn't usually involve one-off maps. Kept meaning to get to it for this project, just never got around to it.
Replies
What also bothers me a lot is that the lenses feel like a decal, destroying the illusion a bit for me
Hope that helps!
I've adjusted some things and taken more shots that will hopefully show some improved material separation.
Looks amazing!
front page plz.
The low poly is around 14k tris, with some extra spend on anything cylindrical or curved, as I wasn't sure what the final shots would focus on.
The material levels were an eyeball more or less, but exist within the parameters for the appropriate values per material in a PBR. It probably ended up a little hot for gloss/spec, but I liked having that range to play with in the end.
This is a shot of the main body texture set. The grenade launcher and the scope were on their own respective maps.
I'll snag some shots of the high poly here shortly.
And maybe increase the spec on the metal scratches in the orange receiver.
I also used a coworkers super handy script for duplicating along path, which allowed for the use of curves to create complicated seams with precision. I highly recommend this method, and would be happy to answer any questions if his demo video and explanation don't suffice - his tool can be found at:
http://www.creativecrash.com/maya/script/duplicate-along-path
Seriously, download it and mess around, it's killer!
Only crit is the section looks a little like metal based on the spec, but the color lends itself to more of a paint. (I think maybe its because the scratches on the orange arent transferred to the spec map)
Great modeling, clean bake, great textures.
http://i.imgur.com/XZ7Cf1p.jpg
http://www.youtube.com/watch?v=ib__wLn6Klo
First I gotta say beautiful gun however it could look a LOT better.
My guess is you are rendering this out in Marmoset? Awesome!
I'll break my feedback down per material pass first and then on to the model itself.
DIFFUSE
Orange feels REALLY saturated and over the top and I can see what appears to be a ton of AO in the map itself. If you are going PBR kick that AO out into a seperate map. Your diffuse in PBR should be the colors of the actual materials and their corresponding values. Bare metals will be close to black if not full black at times.
SPEC
Your spec map is basically a map to define the specularity of each material. Prior to PBR people tended to ignore the gloss a lot and put more detail into the spec. I have found that keeping less detail in my spec now and more in my gloss will give me much better results.
Case in point. Bare metals specular properties aren't going to really change too much unless there is some corrosion on it, paint or anything else that changes the actual surface of it. Scratches that don't reveal another material below it can be pushed to your gloss map since in the end the material makeup/surface finish didn't change.
Could afford to bring some color in here for your metals. A little blueing effect to push gun metal look could be nice. Define your metal types
Also remove AO again just because something is in shadow it doesn't mean the specular properties of that said material are going to change.
GLOSS
Not quite sure why there is color in here but maybe its working.
Your material definition seems off. The painted area is very hot (white) in your gloss map which would mean it is more of a Bare metal than a painted finish. Even a glossy paint wouldn't be that hot and I think that is why all the materials still feel the same on here and there is no real breakup in value.
You have the dark areas on your diffuse which look like gun metal or some type of finished metal but the gloss map they are a mix of dark and white.
Take a look at the PBR theory and workflow stuff posted here and here as well as this Spec and Gloss Chart.
MODEL
Pedro mentioned it prior but its got a lot of hard edges right up in your face as well as a few areas that aren't rounded out too well. Spend the verts in those areas closest to the camera to make things look smoother.
Also looks like you have a few bake issues that most likely came from being boxy and hard edges.
This is in Marmoset, and one of my goals here was to get something custom all the way through and into a PBR with as much material read as possible. I think that somewhere along the line, I strayed and just started eyeballing and screwing with the textures to get a certain detail to pop here or there, and the big read got away from me. Several people have said that the material read isn't quite right, so it's not and needs fixing
I'm playing right now with several of your suggestions, and my only real issue so far is that Occlusion as a separate map seems crazy underwhelming. The effect is very minor. I need to keep messing with it. What I am finding is that simply removing AO from incorrect maps is giving me cleaner materials somehow; the visuals far less muddled.
Part of getting solid crits is reciprocating with updates, and I will try to do so as soon as I can! We're gearing back up at work, so updates may be slow, but they are forthcoming.
Thanks again, you're the man.
This is great for me to learn from as I'd love to attempt something like this.
Great work.
cool gun! you used duplicate along path to create seams? I thought it was just for adding screws or rocks etc, basically geo that sits on its own rather than links up perfectly with the next piece.
No, I just cranked it out by hand. I haven't used dDo in production, mostly because my day to day doesn't usually involve one-off maps. Kept meaning to get to it for this project, just never got around to it.