Hi,
I've been learning 3DSMax for about a year, and thought i would start posting things up to see if if anyone would have any tips on how to improve my work, i'm at uni atm and will be posting up mostly stuff for that i am doing for assignments
So firstly i'd like some feedback on this low poly MP7 modelling texturing and presentation, thanks.
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Also i struggled to find reference for the texturing and mostly used photos and masked them over, i'm not a particularly good painter, i'm always happy with my models and then ruin them texturing.
I'm also really surprised that your instructor is having you put all of this effort into unwrapping UVWs and not having you learn normal and spec maps at the same time.
Nice work otherwise.
Edit: I posted after seeing your latest post.
Mobile games do need to be extremely efficient, so learning to pack your UVs well is important. I also feel that 2048 is excessive as well, much like the polycount, texture sizes need to be limited for decent performance.
(notice the horribly squished rail on the bottom left)
I do find unwrapping a struggle, i laid them out in that way mostly so i could make sense of them when i was painting, the only feedback that i have had so far is that the wear on it needs work and doesn't make sense but didn't elaborate too well.
Unrelated, I managed to figure out how to get it in UE4. I really don't like the handle but i can't find any good reference. and i think my seems are in bad places.
The model is good for a start but theres a lot to improve
Try using more polys in general and make the shapes as close to the original as you can, which will give you a far better model overall. Baking normal maps is something you learn later on, which will drastically improve your model again
About the textures, first you use 1280x1280 which is no usual format, engines want power of two, which is 256 / 512 / 1024 / 2048 / 4096 etc - you can also make 1024x2048 rectangular textures, which can be very smart at certain cases. I would also advise to always work in 4x the resolution (1024 is 4x 512) as you usually would, as you can always save out smaller ones. Dont work in low res if you are not doing pixel art, there is no benefit, only drawbacks.
Your texture resolution is not worth anything, if the things you put on your texture sheet are not high rez enough. All these things you put on it are far lower in res than the sheet allows. Just look at the grip i cropped in, it is about the same size, even smaller, but is far sharper.
A pretty usual workflow is to define your areas with flat colors, and then put some small scale textures on it depending on the material to give small details (play with blending and not make them too strong)
Then you start painting the large scale details, the wear, edge definition, larger scratches and worn off places, dirt and so on with brushes. For stuff like that grip, it would be best to retrace the photograph with crisp photoshop linework and start your texture from that point for that part
yes shamefully i had been copy and pasting photo reference over for the texture, I really want to learn how to be a better painter, i bought an intuos pro but don't really know how to use it effectively.
Thanks for all the input so far everyone.
(Is there a way to stop poly count from logging me out if i've been idle on a page for too long, it seems to be less than 5 mins atm and I keep having to log back in due to spending too long on typing a post)
Oh and also my texture should be 2048 but i think the img host has resized it.
For a diffuse only assignment it looks pretty cool to me, a bit blocky but judging from the wire, your mesh is well optimized so that blockiness would depend on your triangle budget. As others mentioned if you can spare more tris try to get the main shapes closer, so that the silhouette looks as good as possible. This will be very important when you use normal maps.
As for the texture itself, i'd say it looks too blurry in some areas (up-scaled from photos i'm assuming :P). In this case half resolution and a subtle sharpen would probably give you the same results, except for loosing some of the finer detail you added to it. The red and orange logos stand out a bit too much for my taste.
Nice work nevertheless, keep at it!
It's all low poly this semester but after xmas i will be starting high poly and normals,
Yeah i think i overdid the saturation and exposure on my renders and it made the colours stand out too much in the actual texture they are a little duller.
I was thinking about down scaling the res but i'm scared of mip mapping (i think that's the term) as my padding was only 2 pixels
oh yeah my teacher did say that i should put the actual texture instead of the wired on the pres sheet, i just haven't gotten round to it yet.
You can always re-bake with a bit more padding, or even in this case just take the void area of your texture and make it dark grey to make any possible seams less noticeable.