one thing i noticed is that the fire selector and the grip pattern are very thin, but seem to be very chunky on the reference
also the plastic could be a little rougher Id say, would also separate the materials more.
The metal also seems to have a rougher noise on the metal, while yours has a little plasticy feel. the trigger seems to be some kind of red-ish tinted steel , no plastic, hard to tell what yours is
Thanks, first about the noise, I think I even overdid it a bit but there are some factors like mips (here are disabled), resolution, distance and sampling that are simply working against me and I wasn't really able to get a good look both from close and from distance, it fades away pretty quick. Here's a closer look:
I made some compromises to make the model look good from that particular distance (main shots).
also the plastic could be a little rougher Id say, would also separate the materials more.
Yes, I'll check that up.
one thing i noticed is that the fire selector and the grip pattern are very thin, but seem to be very chunky on the reference
I agree, but at this stage it's too late to change the geometry, initially I made this for a game (5-6k tris) and at that stage I didn't expect it to end up too realistic.
Hmmm the grip seems really boring. Theres some nice shapes and shading on it in the HP, but most of that seems lost in the textured version. You could try bake AO with a wider cone and multiply it, or maybe a cavity map.
Another fun trick ive used before to great effect is overlaying your normal map (greyscale) on to the diffuse at something like 2%-10% opacity. This'll help define the different angles a lot better.
Also I think your specular map would benefit from a bit more AO
Thanks for the tips, made some small adjustments mainly to the grip, I added some more variation but I don't want to overdo it. Still there are some things left to do.
Replies
one thing i noticed is that the fire selector and the grip pattern are very thin, but seem to be very chunky on the reference
also the plastic could be a little rougher Id say, would also separate the materials more.
The metal also seems to have a rougher noise on the metal, while yours has a little plasticy feel. the trigger seems to be some kind of red-ish tinted steel , no plastic, hard to tell what yours is
http://i.imgur.com/CU1rirP.png
I made some compromises to make the model look good from that particular distance (main shots).
Yes, I'll check that up.
I agree, but at this stage it's too late to change the geometry, initially I made this for a game (5-6k tris) and at that stage I didn't expect it to end up too realistic.
Another fun trick ive used before to great effect is overlaying your normal map (greyscale) on to the diffuse at something like 2%-10% opacity. This'll help define the different angles a lot better.
Also I think your specular map would benefit from a bit more AO
Before:
http://i.imgur.com/hhWFrai.png
After:
http://i.imgur.com/IOvZqsD.png