I've been working on this in my free time for a while. It's a fictional autorevolver from the Ghost in the Shell series,
Togusa's sidearm, the Mateba 2008M. The character uses many models of the gun throughout the series and details tend to float around so I took some liberties with the design.
Intentional goals for this project are:
- basic design practice
- intermediate high poly modeling in 3DS Max practice (I'm a Maya guy)
- PBR texturing practice
so feedback along those points will be especially helpful. thanks for looking
*rendered in UE4
Replies
@Maxilator - Transitioning from Maya isn't so bad. Once you get some muscle memory of the different navigation and UI, it's not so bad. if you're proficient in any other 3D package, most of that knowledge carries over. It's definitely worth it. Being "bilingual" can only make you a more attractive candidate and shows you have no problem picking up new software.
https://www.allegorithmic.com/pbr-guide
I agree, the textures aren't quite there yet and a more interesting roughness map could add so much more to the story of the weapon. Keep at it! :thumbup:
roughness atm only has base procedural detailing. was trying to get the values close before I got too far into that stuff. definitely have plans of putting much more work into it. seeing now that I'm going to have to spice that up next to get closer to my desired materials
[ame]https://www.youtube.com/watch?v=F78L3MmjREk[/ame]
@cgBrad - yeah something is wrong with my screenshot renders out of UE4. could be a lighting issue, not sure. disabled a bunch of post effects but I'm probably missing a setting somewhere. it does look weird though. much more apparent after seeing it w fresh eyes. will look into it, thx.
Material values look wrong to me, gun metal isn't usually so glossy and wood almost appears to be glowing. It doesn't look like there's much gloss variation in general. Posting maps would help direct criticism.
roughness atm only has base procedural detailing. was trying to get the values close before I got too far into that stuff. definitely have plans of putting much more work into it. seeing now that I'm going to have to spice that up next to get closer to my desired materials. I'll post the maps after I get back to the texturing phase.