I think the problem with the blue is that is unbalanced the model. The blue (accent) is on about 1/3 of the model and is all at the rear.
You should use 10% at most for the accent color in my opinion with this realistic model.
Perhaps you can keep the stock the same color as the rest of the model but add in blue painted stripes around the back. You could also add a tiny detail up at the muzzle as well.
a lot of the scratches look really weird especially on the wood parts.. theyre like super sharp and criss crossed (theres no direction to them). It sort of looks like someone just took a sharp knife to them and randomly crisscrossed around the wooden bits
you should consider that scratches wont appear everywhere, and the places they do appear, theyre there because of a certain motion or action thats performed around that part, which means theyre usually not completely random
Ok ^^
So the whole evening and morning ^^ i spend time to make a new bake.
I forgot some geometry and that was the punishment for me...no texturing for now ^^
Just have to tweak the Cage on some Spots and tomorrow i will start from scratch with the texture.
Yes i will think of them. Just have to add this Details to the HighPoly and add other details via ndo2.
And maybe the button@ the DustCover is a bit to big for now.
Now, with exported Cage my workflow is a lot faster and new bakes are not a problem any more.
Earlier every time when i changed as example the UV´s or the SG´s i setted up a new Cage with Projection and this is a big time stealer because every time i have to adjust the cage from sratch ^^
Now i have saved the Cage and i can use him when ever i want to
The exported Cage is much more adjustable then the purple standart cage.
This is so good *learned something *
Hey Alex thanks for the Refs. I will throw an eye on them
Allright!
After a whole day of normal map baking and trying to have a good AO i started texturing again.
Btw: I cleaned some ugly AO Seams with the Dodge Tool (O) in Photoshop. Just brighten the Spots up a bit. So and here is the base, with the Color Variation i like to use:
I like the clean look from the Toolbag Standart Spec and Gloss.
Hey man, this is looking great. Nice to see you taking critique real well and implementing the changes!
I stalked your deviantart a bit and this project is much better than what you had even in January.
Also, have to link this guy for you since you're really into guns. If you haven't seen this yet it will be INSANELY helpful for both this project and future projects.
Maybe there is too much bloom in the final screenshots, its a little uncomfortable for the eye to look at it for a long time, but damn, this looks so good, I would really like the final result if you correct the bloom thing.
Hey thanks dude!
I really like firearms.
But my professor at school is telling me to model something different.
Not ever Firearms...
Must see what to model next... ^^
Hey, if you really really enjoy doing weapons, keep doing them!! Like if you seriously can put in tons of hours a week tweaking a weapon to look just right, keep going.
not bad. overall i like it but id agree with borod's image showing the wear from the fire selector. also the fine dDo-like crosshatch scratches on the metal just dont look very nice to me. its pretty minor but i think the scratches youve got on the gasblock read as more realistic than the ones randomly placed on the side of the receiver.
what might be nice to see is not so much just the very fine heavy-duty scratches, but some overall stress in the metal. different gloss values, for areas that are touched more often. here's some images that can hopefully illustrate what im talking about.
im not saying you necessarily have to go as intense as some of those ,but indications of different values of gloss in your metal will make it look so much better.
Hey Thanks!
Yeah, i was thinking about Borods Critique and i will change that, like he and you said.
Woah, 3D is like making music. You can improve your Song still a bit here and there...the problem is...one time you have to come to the end ^^
Just offset everything overlapping 1 uv-space. Really nothing more to it
Another method is just baking one, and then copy-pasting that one around your low poly after baking. That way you don't have to mess around with overlapping uv's at all.
Replies
I think the problem with the blue is that is unbalanced the model. The blue (accent) is on about 1/3 of the model and is all at the rear.
You should use 10% at most for the accent color in my opinion with this realistic model.
Perhaps you can keep the stock the same color as the rest of the model but add in blue painted stripes around the back. You could also add a tiny detail up at the muzzle as well.
Do you think that it´s better then the blue color?
It's more random in some places.
Also the material definition needs more work too.
But overally it's a good start
you should consider that scratches wont appear everywhere, and the places they do appear, theyre there because of a certain motion or action thats performed around that part, which means theyre usually not completely random
I have painted a lot of random Stuff on the Surface to get this cracked, dirty and used look.
At the moment im thinking about the Material of the Metall. It looks like more Black with a lot of Specular on some spots.
Im curious how this will end.
We are too
So the whole evening and morning ^^ i spend time to make a new bake.
I forgot some geometry and that was the punishment for me...no texturing for now ^^
Just have to tweak the Cage on some Spots and tomorrow i will start from scratch with the texture.
http://www.polycount.com/forum/showthread.php?t=124198&highlight=wasr
And maybe the button@ the DustCover is a bit to big for now.
Now, with exported Cage my workflow is a lot faster and new bakes are not a problem any more.
Earlier every time when i changed as example the UV´s or the SG´s i setted up a new Cage with Projection and this is a big time stealer because every time i have to adjust the cage from sratch ^^
Now i have saved the Cage and i can use him when ever i want to
The exported Cage is much more adjustable then the purple standart cage.
This is so good *learned something *
Hey Alex thanks for the Refs. I will throw an eye on them
After a whole day of normal map baking and trying to have a good AO i started texturing again.
Btw: I cleaned some ugly AO Seams with the Dodge Tool (O) in Photoshop. Just brighten the Spots up a bit. So and here is the base, with the Color Variation i like to use:
I like the clean look from the Toolbag Standart Spec and Gloss.
I stalked your deviantart a bit and this project is much better than what you had even in January.
Also, have to link this guy for you since you're really into guns. If you haven't seen this yet it will be INSANELY helpful for both this project and future projects.
https://www.flickr.com/photos/stickgunner/
Still some things to do on this
"...because im perfectionist...because i´m lazy..."
Me too, i would like to have edgewear in a fast time because im lazy ^^
So for dat dDO is pretty nice ^^
Hey i want to go to sleep at 11 PM and not at 6 AM like the last days because of dat AK :P ^^
I really like firearms.
But my professor at school is telling me to model something different.
Not ever Firearms...
Must see what to model next... ^^
Hey, if you really really enjoy doing weapons, keep doing them!! Like if you seriously can put in tons of hours a week tweaking a weapon to look just right, keep going.
Check out this interview.. I think it will be useful/inspirational.
http://2dgeek.com/interview-with-reno-lonewolf-levi/
Sorry that i posted that your weapon still needs improvement.
No need to apologize, my criticism is always justified, believe me.
Lonewolf is one of my favourite Hard Surface Artists
Will read dat!
https://www.flickr.com/photos/stickgunner/
But now i will put it fast to my favourites
Thx
what might be nice to see is not so much just the very fine heavy-duty scratches, but some overall stress in the metal. different gloss values, for areas that are touched more often. here's some images that can hopefully illustrate what im talking about.
http://i851.photobucket.com/albums/ab74/kevingmurph/Random/SUDAN5.jpg
http://img153.imageshack.us/img153/150/img7628p.jpg
http://www.javelinairsoftworks.com/content/components/com_virtuemart/shop_image/product/javak74a_detail2.jpg
http://i32.photobucket.com/albums/d36/office888/Worn003.jpg
im not saying you necessarily have to go as intense as some of those ,but indications of different values of gloss in your metal will make it look so much better.
good job regardless. keep it up.
Yeah, i was thinking about Borods Critique and i will change that, like he and you said.
Woah, 3D is like making music. You can improve your Song still a bit here and there...the problem is...one time you have to come to the end ^^
But as i said: I will change that.
Thx for dat!
???
I agree with alex on this one. For your next weapon, you need to optimize your UVs much better. You have lot of wasted texel density.
I was a bit scared about Overlapping UVs and NormalMap Baking....
But now every Bolt has a different look :P
Another method is just baking one, and then copy-pasting that one around your low poly after baking. That way you don't have to mess around with overlapping uv's at all.
But anyways, im happy with the AK
And i have decided what to model next
An H&K MP5 ^^ (When i find the time...)
My professor will kill me when i tell him that im doin again a weapon ^^
After the whole critique, its good to read some "good" words ^^
But anyway...critique is good!
Oh yeah, i have updated the first post.
Thanks for dat!