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Type 89 Knee Mortar

Babelon
polycounter lvl 4
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Babelon polycounter lvl 4
Hello folks! This is my latest model

I talked with a friend and he said I should already go for money, what do you think?

Knee%20mortar%20Final2.png
LP BAKE - WIREFRAME

Normal-Wire.pngtThere are still few things I would like to fix, but atm I'm pretty satisfacted

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  • GrungyStudios
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    GrungyStudios polycounter lvl 8
    Looking good. I like the material definition
  • Odeca
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    Odeca polycounter lvl 3
    Hello, I'm the author of the thread I had to change nickname...

    Anyway I'd like to share a turntable video about the t89 I made some time ago... There are few things I don't like (music for exemple) , but hey, first turntable there!

    It features also an updated shell texture with a bit more of details... Hope you'll enjoy :)

    https://www.youtube.com/watch?v=ti_XAi8ygZ4
  • snoop
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    snoop polycounter lvl 7
    I think you obviously, like anybody else, could stand to improve, but I think you are good enough to start working for money--yes. Not necessarily in the industry unless you're going to school for it or doing freelance, but you could release things like this on marketplaces like Unity3d's and make some decent money as long as it is fairly priced.
  • ghaztehschmexeh
    snoop wrote: »
    I think you obviously, like anybody else, could stand to improve, but I think you are good enough to start working for money--yes. Not necessarily in the industry unless you're going to school for it or doing freelance, but you could release things like this on marketplaces like Unity3d's and make some decent money as long as it is fairly priced.

    I don't know why going to school for it has any relevance? And I think freelancing isn't easy to do either...
  • Odeca
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    Odeca polycounter lvl 3
    didn't understood that part neither :) Do you mean that by going to school I have more chance to get in contact with game industries?
  • Shrike
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    Shrike interpolator
    I talked with a friend and he said I should already go for money, what do you think?

    The model looks very good (aside the cloth, that lacks definition and is just blobby, I cannot tell what it is)

    If you take the fancy IBL away, then you havent got a lot going on in your texture.
    The base is good for the metal and the dirt etc, but that can be achieved with pretty simple texture overlays. You have no painted wear as far as I can see, no scratches no real unique detail, and if you would take IBL away, then It would not look that good. My point is, from this piece, I cannot tell if you can texture (not implying you can or you can not)

    Edit: Maybe a bit picky from me, but you should be ready for jobhunting if your portfolio is more or less on that level
  • Odeca
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    Odeca polycounter lvl 3
    Hey thanks for the feedback!

    "aside the cloth, that lacks definition and is just blobby" you are right, but really from the reference images was hard to understand if that was leather or not... so I went with leather.

    About the weathering, yeah well, I prefer be very subtle with details and weathering. Yes I've used mostly overlayed pictures, but how much worth was the effort on making hand painted metal texture for that type of model? Afterall these type of guns were not painted or anything afaik so you wont see any paint chipping or anything like that. The Shell is featuring different type of texture, if you check the youtube video at the end you will see a close up of it and it has hand painted weathering / paint chipping, as it was painted copper.

    Here's the model without IBL, just a point light:
    2.png
  • ghaztehschmexeh
    I don't think he was saying there was anything wrong with your texturing, I think he was saying it's hard to tell your overall texturing skill-level from this model alone :)
  • Shrike
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    Shrike interpolator
    Mmh thats not entirely true

    The picture without IBL shows it pretty well

    matal.PNG

    If you look at those rounded ring shapes, it could be some sort of clay pot aswell.
    There is no edge definition on the asset, and defining the edges (drybrushing)
    is the most difficult and important part of texturing. Now with ibl and super shaders, everything with a rounded shapes looks good and is lit great so people tend to be satisfied sooner with their work. I tend to fall in this trap myself, the new IBL standard is making everything look good, raising the skill floor a lot.

    Here is a great example of edge wear on metal.
    wear.PNG

    Just compare both pics, he uses a very well shadowed offline render but wihtout any fancy shinyness at all, it is very diffuse, and still the material reads very well. Edit: Yes its stilized a bit
  • ghaztehschmexeh
    I don't think you can scratch away paint that does not exist. It's also shaped in such a way that those edges aren't going to catch on stuff on a regular basis. I think putting edge wear on every edge ever is kinda silly.
  • Add3r
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    Add3r polycounter lvl 11
    I do not think its much scratching off paint, but overall aging and coloration of the surface itself. If you scratch away that perma-grime layer on the surface of something, the clean underlying metal will show through and so forth. But yes, I agree that scratching every single edge is totally overkill and gives it a much more stylized look.
  • Shrike
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    Shrike interpolator
    I don't think you can scratch away paint that does not exist. It's also shaped in such a way that those edges aren't going to catch on stuff on a regular basis. I think putting edge wear on every edge ever is kinda silly.

    If you scratch on the surface of the mortar, the surface of the mortar still gets rougher and catches another highlight and the dirt dissapears

    Sure those spots are more or less hard to wear off but if you look at everyday objects, you will be surprised where they are worn and to which
    extend. Imagine that thing lying on the back of a truck, rubbing over its
    loading area per example.

    Nobody said you have to put edge wear on every edge ever, but the motto is
    "larger than life" and doing less than life certainly doesn't pay off
  • Odeca
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    Odeca polycounter lvl 3
    I'll make edgewear when I have time just to see how it looks

    I like the weathering style you posted as reference, it's bloody awesome. However I think it's so much that it looks unrealistic, good only for post apocalypting setting. Which is not what I need :D

    The edgewear you get on these old types of weapon it's very different from the one you get from modern ones (anyway)

    Type%2089%20Knee%20Mortar.png
    89d.png
    10495911_1.png
    These are all original knee mortars survivors from WW2, and after 70 yers there's still no hard edgewear.

    Here's what I was talking about with the cloth:
    CLOTH.png
    Cant damn understand what bloody material is that lol.

    I think it's all about styles and artistic freedom afterall. I prefer look at a reference picture and make it look as close as I can and let it fit in the era, of coruse most of the time that will mean sacrifice a bit of fency look.
  • Snader
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    Snader polycounter lvl 15
    That brown material is leather.
  • Amsterdam Hilton Hotel
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    Amsterdam Hilton Hotel insane polycounter
    this is good work. the "big" parts of the texture, the base mats, are fine. the tertiary surface detail looks fine.

    you do want some mid-level interest in the texture though. it doesn't have to be edge wear. it can be, that's just really specific.

    think about how the object moves through space and time and what it comes in contact with. every contact leaves a trace.

    the thing you can improve the most in the model is the leather wrapping. try to really copy the pattern of IRL compression folds, especially in stiffer material like leather.

    and btw - if someone is willing to pay you, take it. no need for permission from us. keep it up :)
  • ScottHoneycutt
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    ScottHoneycutt polycounter lvl 14
    Could I see the texture maps?

    When you have time, the references you posted are good place to go towards with more details. Also with the leather, notice how it is breaking apart in places. Adding something like that could help define it better.:)
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