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ORIGINAL:
Decided to create a gun for my portfolio to show hard surface techniques, working from reference etc. I picked the FN SCAR-L as I like the design. Currently working on the high poly I've got it nearly completed, just wanted to post and get some critique on it before I go ahead and create my low poly.
I've searched the internet high and low for as good reference as I could get, just want some confirmation from you guys as to if I've missed anything or not.
Rest of the normal map detail I'll create in PS, (Numbers etc)
C&C Please
Replies
I would make the chamfer bigger.
Anway, looks great
You can really see that some parts have a good amount of spec and gloss on them.
Thanks for the feedback, I've adjusted my lighting, gloss and albedo hopefully the materials work better now. I'll add some wear in once I've got them nailed down
@Gazu
Probably wont change the poly count on the stock end to make it less blocky due to it never being in view.
@Drgreenethumb Here's a first person capture. I didn't model the holes on the lowpoly due to polycount and that I didn't think they affected the silhouette enough to require them
Thanks for the feedback, keep it coming
Im sorry but its a step back. The previous one had correctly reading materials across the board. The quality of the edge wear and general surface noise could be improved with more small scale variation (plus the render could be better and softer edges and more polys would have improved the weapon in general) but the new one is just a "Shiny = cool, right?" type of thing, and most mayor parts look incorrect and way too glossy. The Scar is a very matte gun, it was a little too matte before for the yellow plastic, but very close.
It was good like it was before, the values were all pretty spot on. Just work on your edge definition and put more variation on the surfaces and add some rougher places and maybe more contrast in the gloss. Remember edge wear is on places that would see a lot of friction. The black spots on your reciever are often at places where it would never get worn off per example.
Taken what you said into consideration, guess I was going in a backwards direction a little. Here's what I've gone back to, still keeping the black though. Also started with a base layer of scratching on the magazine.
Thank's GrungyStudios and Dave3d for your comments, it's definitely starting to get there. Really want to get the gloss/spec maps sorted then Its really down to me painting on masks for my wear. Values are what's important for me.
http://photos.imageevent.com/smglee/ss10/huge/P1020661.jpg
^^ That color scheme just makes it look badass
I'll do a test reverting it to the original colour scheme tonight. I originally went with black as I was hoping it would make it easier getting my spec and gloss maps more accurate to the materials which I think I have pretty close/accurate now. What do you all think on the spec/gloss as it is now?