Working on a sawed-off shotgun from this concept. If anybody knows the name of the original artist, please please let me know so I can give proper credit.
I'll let the shells slide since lowbrass does exist, but the receiver and grip look a bit sharp. I understand its based on a heavily stylized concept, but whoever originally drew that does not seem to have a solid understanding of how a pump shotgun works.
Having said that, your model and materials look really nice. The tape especially looks bang on. I think the metal could use some tweaks though. The metal in front of the pump arm could be flattened out a bit. Right now it seems too "plastic".
@Particle, you're right. I compared the barrel to my reference and it's too thin. Unfortunately, I can't redo it without a rebake so I'm leaving it. But good catch.
@komaokc, I used photosourced some scratches and masked them out, but the result is very similar. I may add more noise to certain areas for visual interest though; good suggestion.
@Pegbird, the model is intended to be used in a game engine, so the ejection port will never be visible. Nothing on the right side was ever modeled or textured; tremendously increasing texture resolutions and decreasing polycount.
@Dewalker, you're right about the shells. I'm holding Winchester Super X shot in my hand, which has the lowbrass, but having longer brass is more visually interesting. I also added a little wear to the shells to look a little less new and maybe like they're reused/ handloaded? Good suggestion.
@commador, I'm not sure I fully understand your critique. I raised the glossiness on the metal to have a little more of a "blued finish" but I'm not sure that is exactly what you were referring to?
Then I threw it into Topogun to get quick precision in the low poly.
But the meat and potatoes of the effect was placing pictures of duct tape along the strips in texture and using nDo2 to get great normals. *important note, I masked out the tape so the bevels of the nDo2 normals wouldn't bleed onto the other parts of the texture: http://i.imgur.com/zpI4Ezc.jpg
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But overall the global work is excellent keep it up guy !
The only thing I personally don't like is the hand painted scratches, they stand out too much to me.I'd use photosourced scratches.
There are other differences, but I think those are fairly unimportant for most viewing distances.
Having said that, your model and materials look really nice. The tape especially looks bang on. I think the metal could use some tweaks though. The metal in front of the pump arm could be flattened out a bit. Right now it seems too "plastic".
@Particle, you're right. I compared the barrel to my reference and it's too thin. Unfortunately, I can't redo it without a rebake so I'm leaving it. But good catch.
@komaokc, I used photosourced some scratches and masked them out, but the result is very similar. I may add more noise to certain areas for visual interest though; good suggestion.
@Pegbird, the model is intended to be used in a game engine, so the ejection port will never be visible. Nothing on the right side was ever modeled or textured; tremendously increasing texture resolutions and decreasing polycount.
@Dewalker, you're right about the shells. I'm holding Winchester Super X shot in my hand, which has the lowbrass, but having longer brass is more visually interesting. I also added a little wear to the shells to look a little less new and maybe like they're reused/ handloaded? Good suggestion.
@commador, I'm not sure I fully understand your critique. I raised the glossiness on the metal to have a little more of a "blued finish" but I'm not sure that is exactly what you were referring to?
Current state:
That Tape!!
Then I threw it into Topogun to get quick precision in the low poly.
But the meat and potatoes of the effect was placing pictures of duct tape along the strips in texture and using nDo2 to get great normals. *important note, I masked out the tape so the bevels of the nDo2 normals wouldn't bleed onto the other parts of the texture: http://i.imgur.com/zpI4Ezc.jpg