Been working on this for a couple of days, old model new textures for a Unreal game I'm working on, hopefully going to get around to the final details tonight.
After a little bit of wearing update.
Modeled in Blender, textured in Substance and rendered in Marmoset.
Any observations? Really want to throw my all into this.
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Now to finally get to work finishing this beastie off.
Looked through your artstation and i'm happy to see that you have evolved as an artist, obviously going from 2k maps to 4k helps achieving a much better look. Keep it up, looking forward for more of your work.
Ignore the textures, they're all just for testing reflection and stuff.
The guns split into parts due to the way the final customising in-game is going to work, so I decided to throw on a couple of textures onto parts I consider 'done'.
Only textured/baked the slide for the moment, lots of learning being done!
Working on the accessories currently, allot of the stocks are just quick mock-ups to see how they look, still tweaking the receiver as everytime i think I'm done with it a new picture shows how wrong I am
PS baking highpoly is fun
Every time I think I'm done with the receiver, I find a new problem, but its progressing.
I think your edges are way too hard. the perfect 90° angles kill the great texture work on the pistol and probably look very jaggy/pixelated from a distance, bevel the shit out of those edges before you bake, make them even softer then the reference so that your normal map reads better (and it will help to hide the seams/ black line along the edges).
Nice bevels also help sell realism, hard edges make stuff look really CG
ps: I'm really sorry but kekette is slang for penis in french (I'm not joking)
And yeah I've been trying to use Blenders bevel modifier but its really hit or miss where it actually wants to apply, so I'm just keeping the hard edges for the moment until I'm set, then going to take your advice and bevel it to hell!
On your last picture, it<s better but still too tight. The edges around the shell eject port won't get baked, same as the knob on top (safety switch I guess?) and the trigger.
Good trick is to zoom out and if you see jagged edges, you know it's too tight.
Other than that, your modelling looks good and the textures are spot on.
Post a picture of your high poly's wires and we can help you. You don't need to put chamfers on every edges, you just need to move your supporting edges farther apart
The highpoly looks like a mess as I've been using Bevel > Subsurf modifiers within Blender.
openGL from render to show whats driving the subsurf and stuff.
The trigger on the pistol has sharp edges that are really glaring...it really hurts such a nice looking piece.
No progress over the weekend due to finally getting to meet up with some old friends, the only textured/low-poly parts on those pictures atm are the barrel, front grip and the receiver of the body, which I'm still tweaking.
I'm going back over some of my older models (well, some started some planned) with the advice you guys are giving, here's the high-poly version of the sight i did for my M4 piece.
Thanks dude!
Found time yesterday to throw some textures on the laser unit and decided to go with a glock style takedown mechanism and trigger safety, still refining in detail on the pistol as i find time.
Going to tweak the wear on it further down the line once i start working on the pistols textures.
Taking parts I'm happy with and doing some test textures on the low-polys (barrel, recoil guide, trigger, mag release and slide clip).
med res, med res wires, high-poly.
Had a little play with Substance Painter 2s internal Iray rendering, think i still prefer marmoset.
Started on the textures today, did a few passes on the lower and got it looking close to how i want it in the final, now to do the slide, I left putting any trademarks on the highpoly as I'm still 1) Unsure what to call it and 2) Unsure what logos I want on it.
https://www.artstation.com/artwork/G6nwQ