@mettigel - Thanks, yeah Toolbag is great for this kind of stuff, I could sit around all day tweaking render settings, so satisfying! I used the metalness workflow in Ddo with the Blinn Phong shader as opposed to DDX, which I only found out about after I'd made it!
@MrFata - Check out the 3rd image; it's 12,453 Triangles
That is a sexy gun. Any tips on your texture workflow? How did you make all scratches? Is it preset in dDo?
I just can't get my metal textures to look that good actually.
@Amsterdam - I see what you mean about having more big detail, that would make it look more unique, as technically it WAS automatically textured! As for the metal, there's so many finishes for the M9 that it's really down to your personal aesthetic preference! Though the standard finish is more matte so you are correct there, thanks!
@Tonyd927 & Bychop - Appreciate that guys. A few tips for workflow is firstly, this is assuming you're using dDo, you need to give it as many maps as you can that are really tight, spend a good amount of time getting a solid bake, provide good clean AO, tangent/world space normals, cavity maps etc. The more info dDo has the more accurate your scratches/dust build up will be.
For texturing, I found that layering my materials the way they would be in real life really helped. So I first got my base metal down, quite a high value steel, then built my finishes on top of that, and used a mask on those to reveal the finish beneath, reather than making your finish and adding scratches on top, which is how a lot of people go about it. I always preview it in Toolbag 2 with just the standard sky light, as if you can make it look correct in that light, it will look good everywhere.
Name your layers in dDo, gather a shit tonne of reference, and don't stop until it looks real!
Totally agree with Amsterdam here, his points are solid. Try to work in some oil stains around moving parts and areas it might drip through from the inside, especially around the take down pin and the slide stop. Your grip plates could use a little more grounding too, looks like there's no AO (or maybe not strong enough) around the base. Getting some dirt build up around them could also help ground them. Modeling and proportions look great!
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What Texture Workflow did you use ?
I realy like the Presentation !
Good Job !
Whats the poly count on this?
@MrFata - Check out the 3rd image; it's 12,453 Triangles
I just can't get my metal textures to look that good actually.
Great work!
This looks reallly great!
My only crit is maybe you can optimize the bullets a little more, they look a bit hipoly
@Amsterdam - I see what you mean about having more big detail, that would make it look more unique, as technically it WAS automatically textured! As for the metal, there's so many finishes for the M9 that it's really down to your personal aesthetic preference! Though the standard finish is more matte so you are correct there, thanks!
@Tonyd927 & Bychop - Appreciate that guys. A few tips for workflow is firstly, this is assuming you're using dDo, you need to give it as many maps as you can that are really tight, spend a good amount of time getting a solid bake, provide good clean AO, tangent/world space normals, cavity maps etc. The more info dDo has the more accurate your scratches/dust build up will be.
For texturing, I found that layering my materials the way they would be in real life really helped. So I first got my base metal down, quite a high value steel, then built my finishes on top of that, and used a mask on those to reveal the finish beneath, reather than making your finish and adding scratches on top, which is how a lot of people go about it. I always preview it in Toolbag 2 with just the standard sky light, as if you can make it look correct in that light, it will look good everywhere.
Name your layers in dDo, gather a shit tonne of reference, and don't stop until it looks real!
Hope that helps!