quite happy with the bake result except on this part
i triangulated my mesh and also moved my mirrored UV by 1 before baking , not sure where this seam coming from ...
any idea how to get rid of it ???
i also did redo the uv but the problem persist
Generally I try to straighten as much as possible. You should check that the distortion is acceptable while doing so though, as some pieces might have text or something that needs little to no distortion. Aliasing is usually worse/more noticeable. And with the red part, there's no good reason to have a straight piece like that at an odd angle (which will cause aliasing); you should find a way to pack it in straight.
i straightened up some of the UV's and also changed some part of my high poly.
and now, im in the middle of texturing process
here's what it look like so far ..
The bake turned out great, but you could really push the textures much more, you could have the paint peeling with the metal showing behind it, and the black metal doesn't look very metalic, so you could also add some scratches and work a little more on the spec/gloss to really make it look realistic
I would also suggest going back to the textures and giving them a bit more love. It's reading like a toy right now instead of a weapon. Some of this could also be your lighting set up as well.
hi,thx for the feedbacks
now you say that , i realised it indeed looks more like a toys :lol
maybe because of the plasticy blue part ?
i tweaked my texture little bit and push up a bit of roughness map.
made 2 version of it ,not really sure whether want to keep the plasticy look or go metal for the body part.
defiantly getting much closer! get some scratches on the black metal and a few scratches on the paint and this will be looking great! also.. the blue in the concept is a bit lighter.. but thats up to u .. id personally change it though.
Great work overall. I did a mass effect gun recently myself. These models are deceptively heavy time-wise. It still has more of a toy feel to it. The yellow paint on it could really feel less overlayed.
so here i changed my colour a bit , bump up the roughness map of the lighter blue part and i also erased some of the scratches because i thought it was too noisy
Better, but the middle section is way more saturated than the front and back. There is a slight value change in the concept there, but I think it should still read the same saturation, especially with the yellow. The middle is much better than the front and back color.
Replies
the model has 12k tris so far
low poly mesh
UV
(low poly+ normal map)
quite happy with the bake result except on this part
i triangulated my mesh and also moved my mirrored UV by 1 before baking , not sure where this seam coming from ...
any idea how to get rid of it ???
i also did redo the uv but the problem persist
bake result:
Generally I try to straighten as much as possible. You should check that the distortion is acceptable while doing so though, as some pieces might have text or something that needs little to no distortion. Aliasing is usually worse/more noticeable. And with the red part, there's no good reason to have a straight piece like that at an odd angle (which will cause aliasing); you should find a way to pack it in straight.
i straightened up some of the UV's and also changed some part of my high poly.
and now, im in the middle of texturing process
here's what it look like so far ..
uhm they were generated in substance designer and i believe everything i used for decals was there by default
i guess i'll call it done now
now you say that , i realised it indeed looks more like a toys :lol
maybe because of the plasticy blue part ?
i tweaked my texture little bit and push up a bit of roughness map.
made 2 version of it ,not really sure whether want to keep the plasticy look or go metal for the body part.
@oxblood :
i think my model was darker because of lighting?no?
i changed the light position , tell me what you think
Also in the concept, the blue part of the handguard bit is lighter and less saturated which helps I think.
Color pick from concept: http://www.color-hex.com/color/1f2e55
Color pick from render: http://www.color-hex.com/color/2f49b9
+1
Great work overall. I did a mass effect gun recently myself. These models are deceptively heavy time-wise. It still has more of a toy feel to it. The yellow paint on it could really feel less overlayed.
so here i changed my colour a bit , bump up the roughness map of the lighter blue part and i also erased some of the scratches because i thought it was too noisy
more feedback/critique is more than welcome
sure ...
what i labelled gloss was emissive ...my mistake
@ScottMichaelH : :lol thx for pointed that out , somehow i had an opacity on my yellow paint node