updated. calling it done. I separated the grip into its own material because i wanted to do all this fancy stuff with translucency and opacity...I couldn't get it all quite right in Marmoset but i'm pretty ok with the results i ended up with.
edut* i just want to add that this is my firt attempt at substance designer. it's fun.
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I don't know if you've seen this, but here is everything you might not already know about the Blade runner pistol!
https://www.youtube.com/watch?v=4DUULvPJTgk&feature=kp
Also includes which real guns parts where taken from, and which replica props are most accurate. Plus lots of Adam Savage geeking out about something which is amazing!
which is AWESOME.
/ducks
Haven't gotten to softening edges yet. but i'm still poking away at it.
here's my thread, though I haven't done much yet. http://www.polycount.com/forum/showthread.php?t=137444
calling the highpoly done. There are a few places where it departs a bit from the reference. I've decided to accept this and move on with my life in the interest of getting it done.
and here it is exploded (and with the most worthless wireframe you're ever likely to see)
It's not 100% successful. Still don't feel like i have a ton of control in substance designer. a bit of a learning experience.
I think removing that extreme roughness detail would improve this quite a bit.
There also seems to be a number of bake errors that are lowering the overall quality of the forms. Particularly on the hammer.
I think it would be a worth it to give it one last tweak to get the values back to selling the materials, maybe even adding some sparse micro surface scratches.
I might go and try to get a better bake out of it some time this week. we'll see how much time i find myself with...nice thing about substance though all i have to do is update normal reference and things should mostly repair themselves.