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SVT-40; Texturing critique welcome

Hey all, so I'm texturing this SVT-40 of mine and I'm thinking it's almost finished. I thought I'd post on here to get some feedback and crits on this to add any final touches it might need.

svt_texturing_07.jpg

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  • XanthV
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    XanthV polycounter lvl 7
    Looks pretty nice so far, did you model this as well? The specular looks too uniform from material to material. The gloss on the metal vs the wood need to be tweaked. There's differences with laminated wood the the metal that we're not getting. Try tightening up the spec/gloss with the metal.

    Please show us the texture maps for this.
  • CarlK3D
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    CarlK3D polycounter lvl 7
    The gloss on the wood might be a bit to sharp for its age, though in some cases its better to have it a little over the top so it looks more interesting and less flat.

    Perhaps a bit more edge wear on the metal with less gloss (edge wear only) but apart from that I think it looks great. How many polys you rockin? texture size?
  • MTindle
    Cheers guys, my gloss was way too flat on the wood so I bumped it up quite a bit, most of the refs I have are really shiny due to the varnish but at the same time I didn't want to overdo it.

    2x4k texture sheet, 16k triangles ( a bit much, I know, but I made sure it was pretty high poly for the holes in the heat shield and whatnot)
  • MTindle
    Maps are here (a bit loose though, should probably aim for a tighter pack for next time) also just noticed I should probably fix the diffuse values for the bullet lmao

    svt_maps_01.jpg
  • reedweinstock
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    reedweinstock polycounter lvl 8
    Looks Great so far, A+ work!!

    Reed
  • Phaeton1911
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    Phaeton1911 polycounter lvl 4
    cant see a thing wrong with it really, perfect work

    maybe the bolt colour is a little strong and toward the purple spectrum
    and a teeny bit too much gloss on the wood
  • cR45h
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    cR45h polycounter lvl 7
    The whole thing looks a bit too messy imo. I'd clean the wood up quite a bit.

    First thing that comes off as odd is the dark stuff around the edges on the spec. Makes it look really weird. The random plywood on the gloss also seems quite off. Realistically it makes no sense to have it there.
    For the diffuse, I'd remove (or tone down) the random white scratches since they're not something you often see on this type of wood. Even if you did, you don't have them on spec/gloss which is physically incorrect and feels super weird when the model transitions from an unlit area to a direct light (look at the stock on your render; one has the scratches clearly visible while other doesn't). Maybe up the opacity on the wood grain too, tho it could be all the other stuff covering it so see how that goes once you clean it up a tad.

    For the metal, I'd focus a bit more on unique details as opposed to grime everywhere. I think the texture would benefit a lot from adding all the markings the svt has. From memory, I think there were some on the mag (some mags had them, others didn't iirc) and in the area in front of the bolt. Would break up the monotony nicely I think.
  • MTindle
    Cheers for the tips, crash
  • The Lone Penguin
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    The Lone Penguin polycounter lvl 9
    Definitely get some markings on there. For the bolt try removing the color from the diffuse and keep it only in the spec. The plum is coming off a little too strong compared to the real thing. Also having it in the diffuse is making it read more like a paint rather than a metallic finish. Lot's of of wasted space in your UV's, which you seem aware of though, and a lot of unique shapes that could easily be overlapped. For the metal I'd also suggest darkening the values in the diffuse a bit more and pushing the metal for a bit of a blue tint in the spec. SVT's a beautiful gun, awesome choice!
  • kinslayer233
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    kinslayer233 polycounter lvl 4
    The overall looking of the model is great, any advice that we could give you would be small details, personally i do not like very much that purple colour there, it has nothing to do with the rest of the composition.
    What you should work are those UVs, you have a lot of wasted space. Also you do not need 4k textures. You could achieve the same result with 2k textures and optimized UVs. 16k triangles seem too many to me, you probably could get rid of some.
    I assume this is only for portfoil porpuse, but it is good to get used to work with optimized geometry and uvs.
    Gw!
  • Shrike
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    Shrike interpolator
    He is not using 4k textures, he is using 4x2k that is a big difference and imo a smart choice and a very good size for a weapon. 2k seems borderline for many larger weapons, especially if you need detail in first person,
    and 4k seems like too much, unless you got like an LMG or such. 16k is also a reasonable budget but there are no wires to check, well there are 26 holes on the front, thats eating quite a lot I imagine. Especially for portfolio, rather more than less. Youre not convincing anyone with a number.

    Taking the next step below in the same format would be a 2x1k that would not look too nice. There is a lot of empty uv space however

    The texture looks strange, because the diffuse is way overdone, giving it a pretty dated static phototexture look. Your diffuse contains like everything for a diffuse only shading model, that takes away a lot from the roughness and spec.
    Also the roughness has its darkest spot at around
    70% grey, there could be more contrast at some places.
    The wood is really satured aswell
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