The following set of images are from a few weeks ago in class where we held a test called "Iron Student." We were given a folder full of concept images and we had to pick one. We then took our chosen concept or reference image and created a fully textured, game-ready prop. We had four hours to complete the prop. We submitted whatever we had completed at the end of class, and then we are given a week to fix or finish it.
This is the original photo reference I chose:
This is the hi-poly version I modeled in 3ds Max. Rendered with Mental Ray:
Final renders out of Quixel Suite and Unreal Engine 4:
Not bad, I think the texturing can be pushed a lot more though. There isn't enough localized details in the textures. What I mean by that is, is that all of the indents and areas where you would expect dirt to collect are clean, while there are weird dirt patterns that don't follow any of the details of the normal map. Look back at your reference, look at where dirt/dust/grime settles. Also, edges of objects usually have some light wear as they stick out the most, grinding/hitting things around more often.
Needs more dirt and stuff in the gloss map too, I would also tone down the gloss, the reference has more of a mat look. Bump up the specular/gloss on the metals so they pop more as well. The metals don't quite look like metals yet.
I like how you did the wires, however they seem to take up the bulk of this object's tri count but only add to the silhouette from one angle. Maybe get the wires to be more visible from all angles, or simplify them so detail that you only see from one angle doesn't take up so much resources.
Right now, it has too much of a last gen, plastic-y kind of texture going on. The surface in the real world reference actually looks like it's reflecting the world around it like real metal should.
Wow, thank you guys for the feedback! In just under 8 hours, I was able to get valuable critiques. I should have started posting my work on Polycount two years ago! I will most definitely take all of your advice with me, this is awesome.
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Needs more dirt and stuff in the gloss map too, I would also tone down the gloss, the reference has more of a mat look. Bump up the specular/gloss on the metals so they pop more as well. The metals don't quite look like metals yet.
I like how you did the wires, however they seem to take up the bulk of this object's tri count but only add to the silhouette from one angle. Maybe get the wires to be more visible from all angles, or simplify them so detail that you only see from one angle doesn't take up so much resources.
Right now, it has too much of a last gen, plastic-y kind of texture going on. The surface in the real world reference actually looks like it's reflecting the world around it like real metal should.
https://www.google.co.uk/search?q=7+pin+din&espv=2&source=lnms&tbm=isch&sa=X&ei=vGfsU_mvGMqu7AaLyoGwBQ&ved=0CAcQ_AUoAg&biw=1277&bih=928
The green buttons should be raised, I would spend more polys there. The colored leds next to them should be recessed.
Your missing the phillips logo...
https://www.google.co.uk/search?q=philips+logo&espv=2&source=lnms&tbm=isch&sa=X&ei=JWnsU4-ZMbOS7AbK9oGgAw&ved=0CAYQ_AUoAQ&biw=1275&bih=889
Did a reverse image search, you are making a Philips FM92, a police radio unit
http://www.qsl.net/gm8aob/pages_2/fm900.htm
https://www.google.co.uk/search?q=FM92+philips&espv=2&source=lnms&tbm=isch&sa=X&ei=8GjsU6GoOuyp7AaXqIHYDw&ved=0CAgQ_AUoAw&biw=1275&bih=889
Loads of ref out there for it. I would try and get the removed stickers on the top surface in your model, they are a nice material contrast.