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(Student) Gun texturing project

polycounter lvl 4
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Rysk polycounter lvl 4
Hey everyone,

I'm a student at the daveschool and these are a couple gun textures I just turned in for a project. We had 5 days to texture both guns and put them in unreal 4. I'm looking for any crits on how to improve the textures and advice on what to do differently next time. The Models and the normal bakes were done by Darko "Crash" Miladinovikj".


Browning_1906_A.jpg
Browning_1906_B.jpg
Browning_1906_C.jpg
Glock19_A.jpg
Glock19_B.jpg
Glock19_C.jpg

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  • JoshWilkinson
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    JoshWilkinson polycounter lvl 9
    For the most part your materials are pretty solid and I'm really digging them. However there are spots where the light is shining on the surfaces and the spec mat is just a perfect highlight. I'd try adding some subtle cloudy texture to the spec or gloss, something to just barely offset the perfection.

    And in regards to your Glock, the slide is usually parkerized steel and is currently reading as blued steel. If you're interested in parkerizing the steel, something I'd take note of is that parkerized steel is one of those gun materials that has tiny metallic flakes that make it shimmer very, very subtlety up close.

    And lastly, with projects like this, I usually like to exaggerate my materials subtlety just to get more visual variety. I still want them reading properly, but I try to add a bit of variety. It may not be a bad idea to try that or to add white paint into the Glock's stamped letters; I see that treatment done to some SIGs and it goes a long way in pulling the eye into more details that could go overlooked.
  • Rysk
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    Rysk polycounter lvl 4
    Thanks for the reply. I wasn't very familiar with how gun metals get treated so I'll pay more attention to that next time. :) I'll be working on this in any spare time I have so I'll look into adding some more fine detail and things to break up the spec in some areas.
  • Amsterdam Hilton Hotel
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    Amsterdam Hilton Hotel insane polycounter
    It's kind of hard to read these pictures in my opinion. I think ambient lighting, reflections, etc and preferably more than one light in the scene, plus a neutral / dark background, would help a lot.

    It looks like you have some good details in the texture. It might be a good idea to turn them off temporarily and just use solid colors in every single map until the gun looks like it does in references (and not references with studio lighting and flash photography). Right now everything seems too glossy but it's hard to say with the lighting
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