Just starting out. Really need feedback. Im getting into concept art and this is something I painted in Photoshop to be able to model and render it at a later time. I would love some feedback on what you think. It could be colors, structure, whatever. Just let me know.
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A few things to consider, some of these areas are unfinished, or don't look like they've been thought out. The area in front of the trigger is especially confusing and unclear, but there are other parts where a modeler wouldn't know what to put, or would just make something uninteresting in 3d. These spots are the blue handle thing on top, the black vent things behind it, the grey spot above the trigger, and the jointed thing that goes above the gun.
These look fine in 2d, but you have to remember that some modelers, especially outsourcing, model EXACTLY what you draw. So if you hint at a cool shape like what's in front of the handle, then they will hint at it in 3d. A friend of mine once sent outsourcing a cape with squiggles in the trim, hinting at some kind of cool design along the trim. They literally modeled out the squiggles and sent it back. XD
When looking at the gun from the top, what sticks out, what breaks the blocky silhouette? If you can hint at these kinds of things, that would be great.
If you are just using it for yourself, and can figure all of that out later, then cool. But if you plan on showing it, then people will notice its incompleteness.
Design wise, you have the gun split almost down the middle with where the gas canister is, things like that should be kept off-center as it ends up looking odd, things always look better when weighted from one end, think big to small. Another thing to consider is the amount of dark mechanical bits vs the yellow cover pieces. Right now it's about 50/50 which, again, is not very visually attractive. More yellow bits for eye rest and then cool details peeking out, or vice-versa would look really good.
Hope this helps!
Thanks for the design notes as well. They all come in handy. Great to get some tips from a pro.[/url]
If so, you might want to soften some of those edges. When baking, if you have a few pixels across to show there is an edge, or a change of plane, they won't pick up the small bevels you have going on right now, it might all just look flat with an odd shadow in the AO map.
If you have a low built, I'd say bake it and see the errors happen yourself, then soften some of the bevels and see what I mean firsthand.
Anyways, looking great!
If you want to be a lighting artist, or a worldbuilder and want to hit the ground running, then really diving into Unreal 4 is a good idea, and not that difficult to learn.
But if you plan on making props or weapons, just become proficient at creating really good pieces and getting them into a game engine. You can literally learn all you need to learn about getting things into Unreal 4 in 15-20 minutes. Or you could just put your assets into Marmoset Toolbag and get renders there.
There are also way more beastly artists about that could answer your questions better than I if you start posting your 3d work in the 3d section.
Also, check the Wiki for more specific knowledge bits and lists of tutorials.