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Solar Gun

The idea behind the gun is that like a dark hole gun or a dark void gun, the solar gun shoots sphere energies that drag enemies and suck them in it. Instead of taking the enemies to an another dimension, it incinerates them. It was a pretty fun concept, anyways here is the gun. The Solar Gun is the first prop that I got to use Marmoset and Ddo.

Gilberto_Arreola_Solar_Gun.jpg

Replies

  • Joltya
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    Joltya polycounter lvl 10
    Hmm... you got a very interesting concept, and the model looks pretty cool, but your textures and presentation could use a lot of work. I think your biggest problem right now is that you have a lot of detail in some parts, but very little detail in others, and it's very confusing as to what kind of art style you're going for. If you want to go for a realistic look, you need to add a gloss map, but if you want a more of a fantasy look, ditch dDo and start learning how to hand paint textures.

    I did a quick paintover with my critiques.


    XMx9xmP.jpg

    PBR tutorials here (if you want to go the realistic route)
    http://artisaverb.info/PBT.html

    Hand painted texture tutorials (if you choose the fantasy look)
    https://vimeo.com/metricmeditation

    Keep at it!
  • luge
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    luge polycounter lvl 4
    ^couldn't have said it better myself. a lot of your wear looks random and doesn't make sense... but my biggest problem is that the part he says he looks weird... I have no idea whats going on there. no idea what it is and there even looks like UV stretching and errors in there...
  • RebSharkoon
    Thanks for the fast replies and great critiques The weird stuff is supposed to be burnt or scorched metal. Instead of looking like such, it just looks all messed up. I wanted to give that small detail but to be honest I am not sure how to create that material wise. I do have a gloss map but I am still trying to get the take on the new PBR shader. I toned the emissive down because it was overbearing in Marmoset. The background jpeg stuff has no excuse, i was tired and did not see difference on my computer screen. How would you guys approach painted metal?I always found it hard when it comes to specular maps but now working with a gloss map, things are different, right? I definitely go back and rework on the scratches. Oh and the maps are The UVS, the Diffuse, the Specular and Normals.
  • Joltya
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    Joltya polycounter lvl 10
    You could just opt replace your spec map with a metalness map. It would save you some headache and leave a lot less room for error. Next time, show us all of the maps you are using, and label them as well. That way we can see all that is going on there.

    Watch this video.

    https://www.youtube.com/watch?v=LNwMJeWFr0U
  • RebSharkoon
    Is a metalness map a gloss map or are they different? I will post my updates one the gun once my finals are over. Thanks again for the feedback
  • Dimfist
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    Dimfist polycounter lvl 8
    District nine much?
  • Dimfist
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    Dimfist polycounter lvl 8
    Sorry, that wasn't constructive. I agree with the other guys and I also think there are some strange normals at the top lip of the barrel. Also the overall material definition is a little weak. I don't know what is metal or plastic for the most part.
  • stevston89
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    stevston89 interpolator
    Metalness is a pretty complex map. It does a few things. First it's important to understand that almost every other material except for metal falls into a very small range of specular value ( in terms of real world measurements). Also metal has virtually no diffuse what so ever. So the metalness map was made to remove the need to have a specular map as a full map.

    Metalness map is a mask. It tells the shader where you want something to be metal and where you don't. It should be black and white almost always. The first thing it does is make the diffuse of that area darker( black if it is full metal). Then it takes what you have in the diffuse texture and uses it as a specular control.

    This is because diffuse on metal is black there is no need to use that area in the diffuse. So you use the metal areas in your diffuse to control your specular for metal. This also means that any gray values will look weird, becuase it is using the texture as part diffuse and part specular so it doesn't work properly.

    To put it a bit simpler. When using metalness maps. Make a black and white mask for the areas you want to be metal. In those areas of your diffuse textures paint your specular control for the metal. The gloss map ( also called roughness) should work pretty much the same as you are used to.
  • RebSharkoon
    For the longest time I had no idea what a metalness map was and just couldn't find a thoroughly answer and you guys did with couple of posts.

    Thank you JoltZero and Stevston89 for all the information. That was extremely helpful. I've been reading about PBR to get it right and I will definitely rework on my materials and post the progress.


    I am working on another project at the moment,but afterwards I will go back to fix this guy.
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