Hello everyone,
I am just about to finish this German MP40 for a client.
Currently I am polishing the weapon and tweaking minor fixes - additional feedback is welcome of course. Polycount:
13.649 triangles Texturesize:
4096²
Hmm, the texture needs some work, there needs to be a lot more differences in the roughness, it dosnt read well and there is no big scale detail only small scale noise.
Try getting some edge definition out and play with roughness, you cannot skip the photoshop painting part
Im also not really impressed by the first person view (you should really try getting a better FP screenshot tho, FP field of view is 45°) there are a couple of very noticeable seams and you can not use comic sans on a WW2 weapon thats silly
It also looks like most of your edges were too sharp in your highpoly. Show a ADS view aswell.
Hm, you have some good points there. I edited it and already updated the old images with new ones. I hope I covered most of your points, even though I think I am still missing some big scale details like you said, am I?
And could you please tell what ADS exactly means?
Thanks for the feedback so far.
Thats a lot better already, the first person view is still a strange camera position tho
Well try doing some edge wear with real contrast in your roughness. Your forms do not read well due to lack of material separation in your maps, your whole metal looks like
you tiled a tiling metal texture all over your weapon. There is no real unique detail
that is noticeable
Here this gun has an over the top amount of edge definition and wear, and look how clear your
eye can make out the detail https://hostr.co/file/gQTAAEIEBgNT/showcase2.PNG
Not saying that is perfect or the way to go, but it illustrates what i mean
All you need is some proper drybrushing. Scratch some edges and make them very rough, that is all. Its as old as it is effective. you have so much noise and no visible unique stuff, your whole materials look like one giant mass that is very hard to look at, all you see is specular everywhere with about the same strenght. Try starting with more contrast
in roughness and then see on.
Replies
Try getting some edge definition out and play with roughness, you cannot skip the photoshop painting part
Im also not really impressed by the first person view (you should really try getting a better FP screenshot tho, FP field of view is 45°) there are a couple of very noticeable seams and you can not use comic sans on a WW2 weapon thats silly
It also looks like most of your edges were too sharp in your highpoly. Show a ADS view aswell.
And could you please tell what ADS exactly means?
Thanks for the feedback so far.
Nice work!
Well try doing some edge wear with real contrast in your roughness. Your forms do not read well due to lack of material separation in your maps, your whole metal looks like
you tiled a tiling metal texture all over your weapon. There is no real unique detail
that is noticeable
Here this gun has an over the top amount of edge definition and wear, and look how clear your
eye can make out the detail https://hostr.co/file/gQTAAEIEBgNT/showcase2.PNG
Not saying that is perfect or the way to go, but it illustrates what i mean
All you need is some proper drybrushing. Scratch some edges and make them very rough, that is all. Its as old as it is effective. you have so much noise and no visible unique stuff, your whole materials look like one giant mass that is very hard to look at, all you see is specular everywhere with about the same strenght. Try starting with more contrast
in roughness and then see on.
I added a few more larger scratches as well as edge wear all over the weapon. Hope it is closer to what you meant Shrike.
And infally the ADS image: