Hey guys, i finshed retexturing an old model yesterday night and i figured id post it here so i can have some critics on it. Sadlly i dont have any more time to continue working on it but i would really like to see some critics i can improove on my next projects I got a marmoset viewer up here as well: https://www.artstation.com/artwork/sks-retextured
this is sweet. i think if you really push the gloss variance you would take this to a new quality level. you got a good model and a great texture base, just need to work things into the gloss map like parts of the gun being rougher or shinier from different amounts of touching, impacts, oils, carbon buildup, etc.
Thanks Ben! Do you have any tips for working on the roughtness map? The problem i have with doing major edits to my base roughtness is that i usually end up with a very noisy looking texture.
Looks nice, great bake for only 7.2k tris but I do think you could have kept it a bit higher to help smooth out some of those edges especially around the wood and some of the 90 degree edges/ curves, for an asset that will be seen up close its more important to keep it looking smooth and it adds a lot to the quality of the asset.
Assuming this would go into a realistic/ next gen game its completely fine to go a lot higher since what you don't want is to see any noticeable edges in 1st or 3rd person views and you'd be using LOD's to keep it low at different distances either from other players or it being on the map.
Honestly I think it looks great - you don't necessarily want to add more to the gloss map (a somewhat clean look is actually quite refreshing, and there's already subtle detail in the gloss map as far I can see). Maybe I'm a bit backwards, but the polycount looks fine to me as well.
Thanks Ben! Do you have any tips for working on the roughtness map? The problem i have with doing major edits to my base roughtness is that i usually end up with a very noisy looking texture.
You don't need to add noise, or particularly high-intensity overlays. The main issue is that when you squint at the gloss map it all looks the same. A greater range of variance will help a lot.
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Assuming this would go into a realistic/ next gen game its completely fine to go a lot higher since what you don't want is to see any noticeable edges in 1st or 3rd person views and you'd be using LOD's to keep it low at different distances either from other players or it being on the map.