Ha! Van Den Bergh checking in! Honored that you're taking a shot at this. If you want some c&c or pointers on the design, please feel free to pm me, post here, or add me on facebook. Looking good so far!
Ha! Van Den Bergh checking in! Honored that you're taking a shot at this. If you want some c&c or pointers on the design, please feel free to pm me, post here, or add me on facebook. Looking good so far!
The bakelite on the pistol grip isn't very convincing. That's all I can really say I'm satisfied with, as everything else is very well done! Your texture work is also fantastic given that you're working primarily in photoshop, very nice work.
The wood textures despite being faithful to the concept i don't really like it. I don't know if its to saturated or maybe it's the roughness map. It does look better in the desert road HDRI lighting. Same with the grip.
The bakelite and wood look much better now, they were standing out too much and didn't quite look realistic, well, not anymore. Not sure if you changed anything in the bipod or if its just the lighting, but it also looks better, more dark and metallic.
If you have your glass in another mesh and bake from the red dot sight, you can draw a red circle ( the crosshair) on the position were you like on your emmisive map (the red dot and the rest black)
Fantastic. My only criticism is the two screws on the bakelite grip; they're very obviously skewed from some angles because they're not cut into the handle, and I don't think it makes much sense design-wise to have screws there either (but that's debatable).
Also just curious, in the concept the magazine was a transparent plastic; why did you go for a steel mag instead? Obviously that can be uniquely textured in more interesting ways, but with ammo as weird as that surely you'd want to show it off as much as possible, right? :P
It's an emissive material with an alpha dot texture on a plane floating inside the optic. Ideally you want a custom shader to draw at optical infinity through the glass but that can't be done in Marmoset to my knowledge.
Fantastic. My only criticism is the two screws on the bakelite grip; they're very obviously skewed from some angles because they're not cut into the handle, and I don't think it makes much sense design-wise to have screws there either (but that's debatable).
Yeah this was a bad decision. I should have modeled indents into the LP
Also just curious, in the concept the magazine was a transparent plastic; why did you go for a steel mag instead? Obviously that can be uniquely textured in more interesting ways, but with ammo as weird as that surely you'd want to show it off as much as possible, right? :P
Replies
Honored that you're taking a shot at this. If you want some c&c or pointers on the design, please feel free to pm me, post here, or add me on facebook.
Looking good so far!
glad you like it
yeah I'm thinking about it after looking at a bunch of AK grips
messing around with doing all the post-process stuff in toolbag, no photoshop on these, straight out the engine
If you have your glass in another mesh and bake from the red dot sight, you can draw a red circle ( the crosshair) on the position were you like on your emmisive map (the red dot and the rest black)
Also just curious, in the concept the magazine was a transparent plastic; why did you go for a steel mag instead? Obviously that can be uniquely textured in more interesting ways, but with ammo as weird as that surely you'd want to show it off as much as possible, right? :P
The Proboolean object in Max
It's an emissive material with an alpha dot texture on a plane floating inside the optic. Ideally you want a custom shader to draw at optical infinity through the glass but that can't be done in Marmoset to my knowledge.
Yeah this was a bad decision. I should have modeled indents into the LP
idk lol