I know there are some things I can improve on. The textures aren't finished, but I just got dDo 2 days ago so Im still in the process of learning that tool. Some textures are repetitive, and I need to touch up the overall wear on the paint.
I'd like to hear some constructive criticism. Please tell me what you think!
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Also, maybe more polycount on it ? If you want nice details and scratches, then surely it will be viewed at close range. Get rid of those blocky edges ?
I will leave the rest to hard-surface/prop/envo artists...
Also, welcome to Polycount !!!
Thanks! I'm still really new to the site, and I spent 10 minutes finding my own thread, haha. As I said though, I'm new to texturing. I've tried texturing from scratch, and it works okay but using dDo has really accelerated the process. The textures you see in the pics are very basic, as I'm still familiarizing myself with the programs. I used nDo for some of the details I would've put in with floaters, such as the grip texture and slide texture.
As for the polycount (hehe), it's 4,386 which is where I want to keep it. This is being designed to be game ready, and I've already got enough detail from the mesh. The bake is okay with just a couple of problem spots.
I'll be working on the textures soon, so I'll update when I have better results.
Thanks!
Edit: Also, as for using dDo exclusively, I think that's acceptable. I just need to get better with the software. This tutorial is from quixel and he only uses dDo (and nDo) and gets amazing results.
first up: what model of M1911 is it? im assuming its the 1911a1 cos of the colour scheme though i could be wrong.
if it is, there are some things missing geometry wise:
the peice on the back of the grip will really help with the look of the model, as at the moment the back of yours is incredibly blocky.
id also really suggest bumping up the polycount and smoothing out some of the edges. if its meant to be close up its really really blocky.
i think the texture is ok, but could be much better. remove some of the wear, a lot of it is in places i wouldnt really expect to see wear. For example, there is wear all over the top of the slide but on the bottom there is non, even where it would repeatedly scrape against the main body of the weapon. it looks as though its been dropped repeatedly and then hit with something. The ideal way to find where wear will be is to put some research into how it will work, and what will be in contact with other things that will wear it down.
Sometimes, less is more!
anyways, good luck with the rest of it man. im sure itll turn out nicely if you listen and act upon lots of advice. Keep working at it!
This is the M1911, patent 1911. The back of the gun is flat and kind of chamfered on the older version. Also the M1911-A1 has a different rear and front sight. But I agree about the texture. The wear is in some weird spots. I'll be touching that up. I'll also be re-baking normals after I loosen most of my edges.
Thanks!
Exactly. You're off to an great start though. If you keep improving at a steady rate you'll have some kickass pieces by the time you're 20!
To get back to the topic; I suggest that you scrap what you have so far and start from scratch. Find a decent reference (or a consistent stream of multiple ones) and work from that. Start with a basic material blockout where you lay out basic color values for each of your materials then proceed with adding details. Right now everything looks messy so after you do your blockout, focus on adding more unique details opposed to the random white and black scuffs everywhere.
Are you saying scrap the entire model and redo the modeling as well? Or just the textures? Because the model I have looks exactly like the model in your reference, and I've used ~25 reference images. I was pretty confident in the accuracy of the gun I had (pun sort of intended).
No no, just the textures ofc. I'm not an animal.
You seem to have the accuracy down. Mag is a bit inaccurate around the top but thats rarely seen ingame so redoing everything just for that would be retarded. My point in my previous post was to have some kind of gameplan when texturing. You seem to have spent some time playing in ddo, and even tho it has improved a lot lately, it can only take you so far. I recommend learning more 'traditional' methods of texturing first and only then try to incorporate ddo in your workflow to speed things up a bit.
Sorry if I was a bit unclear in my previous post.
also +1 on the 18yo thing - it'd be more relevant for us to know how long you've been modeling for instead (I'm 18 too!)
Thickening the edges is something I've heard quite a lot, and someone showed me another thread covering why edges should be thick, so I'll be updating that. I really shouldn't have said I was 18, as that's irrelevant. I've been playing around with 3D software ever since 9th grade (so for around 3 years now), but I've never done anything with it, and I've never created something I'm really proud of. Now that I'm out of high school I'm looking to improve my modeling/texturing skills. Until then, I may just need to get a job as a barista or some shit so I can move out.
Thanks. I'll be retexturing using the traditional methods first, until I get good results, and then I'll start to incorporate dDo. I'll still be using nDo however, as that's really helpful for floater meshes. I actually started to texture an earlier version of this model using traditional methods, but then I had to go back and change the geometry.
Also shader coul be improven a little.... use higher white values for roughness/glossiness and you'll achieve better results! Scraths are overworked... get more subtle stuff on it, different colors... get some material references, will help a lot.
Good job so far, many things to improve, but you are working on it, and that's what counts!
Keep it up, hope i did help a little!