I think there is not much to say. Try to soften your Highpoly Edges and try something more complicated. Bake it down and texture it. Then we can say something about your Bakes and Textures.
Hey man, i've spotted a few issues in your bake, i've pointed these out below in the images:
You can either go back, sort out the high poly issues, or just paint these out in the normal map
Also, post a shot of your UV's as well if you could. It's early in the morning here, but i think i can see some wasted UV space? Maybe i'm wrong Nevertheless, the model seems fine, and you've got the main aspects of the Sten down. We'll mostly be able to judge once you've got texturing this
The UV seems fine, some wasted areas in certain places but heck xD
I see i see! Well hmm, what texture package will you be using? Pure Photoshop or Substance Painter/Quixel Suite? It would have been easier to make the welds in the texturing area, but now that i take a 2nd look at it, it does seem more like welding. Again, it's early here xD
So the highpolys look good, not much to say there, aside that edges are often too sharp and that results in not so great bakes. For the lowpoly, you use way too few quads, the silhouette and forms should look flawless. The lowpoly should look like the highpoly as an ideal result, so give cylinders more sides per example so that round things look perfectly round.
The substance texture is not really good, it is a decent base for a texture but needs more work, this is simply the first step. To make your texture look good, the most important aspect is edge definition, which lets forms stand out and makes it readable. Try to apply wear on convex places that would see contact in real life, try have varied materials with various spec and roughness, add small scale details like now, but also large scale details. Dont go overly glossy, materials in real life are usually surprisingly matte. For final touches you can add some unique details, like carvings, duct tape, paint or rope. Adding text and symbols is also important as nearly all objects have them and without it will often look alien.
lookin pretty accurate so far, treads might just be a LIIITLE bit too soft atm but overall nice job love the deformation on the front wheel cover and the exhaust.
work on your 3 point lighting and link to your reference to make it easier for viewers to give you critiques. there's too much noise in the shot too. As for the modeling, you're having issues where different components adjoin. Some areas intersect (red), other areas leave wide gaps (green). The adjoining areas sell a lot of any hard surface object's structure. Also your overall edge width is inconsistent. Try to look at how thick the highlights are around your model's edges and set similar widths according to material.
Replies
Sten, hi-poly:
Bake it down and texture it. Then we can say something about your Bakes and Textures.
You can either go back, sort out the high poly issues, or just paint these out in the normal map
Also, post a shot of your UV's as well if you could. It's early in the morning here, but i think i can see some wasted UV space? Maybe i'm wrong
The issues that you've pointed are supossed to be welds
Here's UV's http://s10.ifotos.pl/img/stenlowUV_ssqeqwp.png
I see i see! Well hmm, what texture package will you be using? Pure Photoshop or Substance Painter/Quixel Suite? It would have been easier to make the welds in the texturing area, but now that i take a 2nd look at it, it does seem more like welding. Again, it's early here xD
For the lowpoly, you use way too few quads, the silhouette and forms should look flawless. The lowpoly should look like the highpoly as an ideal result, so give cylinders more sides per example so that round things look perfectly round.
The substance texture is not really good, it is a decent base for a texture but needs more work, this is simply the first step. To make your texture look good, the most important aspect is edge definition, which lets forms stand out and makes it readable. Try to apply wear on convex places that would see contact in real life, try have varied materials with various spec and roughness, add small scale details like now, but also large scale details. Dont go overly glossy, materials in real life are usually surprisingly matte. For final touches you can add some unique details, like carvings, duct tape, paint or rope. Adding text and symbols is also important as nearly all objects have them and without it will often look alien.
I'm modeling sd.kfz. 251:
https://skfb.ly/SNO7
https://sketchfab.com/models/471f15d0fb7e46e1b720136624b129bd?utm_campaign=471f15d0fb7e46e1b720136624b129bd&utm_medium=embed&utm_source=oembed
Diffuse only, about 23k tris per model:
model
model
More screenshots:: https://www.artstation.com/artwork/5b2Yg
Now working on this gun, it's walther p38, feedback appreciated
This thread shows a ton of progress, keep it up
References: http://weaponsman.com/wp-content/uploads/2016/03/p38-6075-left-768x516.jpg http://weaponsman.com/wp-content/uploads/2016/03/p38-6075-right-768x501.jpg
https://skfb.ly/6sZYT
On this one I tried to get more familiar with Substance Painter
https://skfb.ly/6tsHw