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N99 Pistol from Fallout New Vegas (Critique are welcome)

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  • alex_kim
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    alex_kim polycounter lvl 2
    First, I did not read Larry and Zodd's recent comments yet. 
    I started to this job before I check the recent comments. Sorry :-)

    As Brian suggested, I remove all peel off effects, and apply new generator.

    This is the result:

    I made up using different materials and effects to create this one base color map.

    However, I think this is kind of boring. More importantly, it does not even close to the reference art. So I decided to add silver, and brass layer.

    I add brass pure material first:


    And, I add silver pure material:


    This is the final result:



    Of course this is not done yet. However, well, this is kind of ok for base metal for "new vegas version" not for "Fallout 4".

    Now, I need to read Larry and Zodd's recent comments. :-)


  • Zodd
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    Zodd polycounter lvl 11
    Wait i don't think Brian had that in mind in his last post... I think he meant to say, don't use brush with any opacity when chipping edges to show shiny metal under paint, ? Least i think so.
  • Larry
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    Larry interpolator
    I was not back home to see the buttons exactly in substance painter.

    Did you keep the previous material with the layers?Never mind, we start from the beginning . What you want to make is 3 minute work actually

    Fill layer 1: click on material slot and add "steel rust and wear"
    Fill layer 2: click on material slot and add "painter steel"

    right click on fill layer 2, add black mask
    right click again on black mask, and add generator
    click on the generator and pick "MG metal edge wear"
    Now try the parameters to what you like

    It's literally that simple :P
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    That's not what I meant, Alex.

    1) Put in a base edge wear material on a separate layer.
    2) Mask-paint out or mask-paint in with a brush that doesn't have pressure sensitive opacity on it.  Recreate your reference.

    말이 돼?

    Also, do you feel like any of the instruction any of us is providing is contradicting each other?
  • alex_kim
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    alex_kim polycounter lvl 2
    OK, Larry. This is what I do based on your recent thread.

    It does not looking alright:



    I think it is because of steel painter's height. I guess I need to use other material.
  • alex_kim
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    alex_kim polycounter lvl 2
    I am using Larry's previous suggestion using silver material and generator to create edge-wear effect.


  • alex_kim
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    alex_kim polycounter lvl 2
    As you recommended, I separate materials and effects



     
  • alex_kim
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    alex_kim polycounter lvl 2
    I think this is the most important part.

    How to presents the part in the yellow circle?



    This area looks like there used to be a thick paint on the metal. But, because of time, it peels off.

    How to demonstrate this? How to peel off the paint so naturally like a yellow circle?
  • alex_kim
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    alex_kim polycounter lvl 2
    This is so far what I've done:



    I use brush tool without pen-pressure to remove some weird dusty rusty part of face of metal. Most of effects are made of effects from generator or fill :-)

    I try to use brush as minimum as possible. The issue is the yellow circle above reference image, I guess.
  • alex_kim
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    alex_kim polycounter lvl 2
    This is my recent work

    For now, adding more layers will not do anything good. From now on, I will work on parameters.


  • alex_kim
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    alex_kim polycounter lvl 2
    Add more layers with playing with parameters.


  • Larry
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    Larry interpolator
    It does look a bit better than previous times. By the way why do you have all the effects in a group? The way your layers and effects are at the moment does not seem a good way of doing this. 

    You have too many layers on top of each other with different blending modes and all the effects added on top of everything, thats why you get weird results. And also gets more complicated.

    You usually add a generator/effect on your fill layer, not on top of it. The order in which you put everything affects the results.

    Just to make things clear, can you send me the pistol to try on it what I suggested to you in my previous message?And generally I want to see if there is something wrong with it and we all lose days and days on it trying to find out what is wrong
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    @alex_kim
    and for anyone else who needs it.

    Did a quick version of the gun.  Hopefully this helps for studying.

    https://www.dropbox.com/sh/nm7oivxnd4dp6hk/AADn_B12dlnyK66FDU9y1Rowa?dl=0
  • alex_kim
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    alex_kim polycounter lvl 2
    This is what I did so far

    Good news is that it looks like a metal finally :-)



    Same material but different rendering system(panorama):


  • alex_kim
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    alex_kim polycounter lvl 2
    It's kind of too much "black and white". I thought light will do the coloring job. However, my color is way too simple and solid. Maybe I should add little bit more "blue" on the black metal and "light grey" to the white metal part.
  • alex_kim
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    alex_kim polycounter lvl 2


    Same texture but different panorama map:


  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Looking slowly better.

    Fix your rear sight UVs.  When I checked your low poly, they didn't exist.

    Your bolts on the bottom of the gun are still oval, not circular like a regular bolt.
  • Larry
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    Larry interpolator
    On a side note, and not that it really matters but

    can you increase a little bit the resolution and show me a picture?
  • alex_kim
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    alex_kim polycounter lvl 2
    I modified weird uv -map and texture again
    Also, as Larry suggested, this is hi-resolution images
    The images are resized 50% of original for uploading purpose.


  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Nice.   Looks tons better.

    critiques include:
    1) Chunkify your edge wear, and make it location specific.  Every edge does not equally get hit.
    2) Clean up the depression height carving ont he wood grip.  It's reading muddy.
    3) It could use a body oils pass.  Areas where the gun is touched by fingers and hands during operation.
    4) A rust pass.
  • alex_kim
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    alex_kim polycounter lvl 2
    I solve issue #1, 2 and 3 that Brian suggested.

    About the #4 which is rust.. I maybe want to skip this part if it is fine.

    I have two reasons why I want to avoid extreme rusty texture

    1) I like less rusty metal texture

    2) I actually once created abandoned car that had extremely rusty and damaged metal texture. People did not like it since they think I covered rust up to cover my lack of texture skill.


  • Larry
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    Larry interpolator
    Rust is a great way of showing that you can blend materials realistically
    In guns however rust is not a good sign, it shows that the gun is old and might malfunction. In the military we kept cleaning the gun and scrub it all the time to preserve it.  Rust / gunpowder / dust they all might make the gun malfunction and you do not want it to malfunction EVER if you want to be alive.
  • alex_kim
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    alex_kim polycounter lvl 2
    @Larry

    Good to see you Larry. 

    Do you like my texture map? or any other suggestions?
  • Larry
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    Larry interpolator
    Yes but please change that brown part :P its looking terrible. The rest of the gun is fine. Did you understand about texturing better after all this 4 pages of suggestions? xD
  • alex_kim
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    alex_kim polycounter lvl 2
    @Larry 

    What do you mean "brown?"

     you mean the metal is brown?
  • Larry
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    Larry interpolator
    the handgrip part
  • Zodd
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    Zodd polycounter lvl 11
    Hey,

    I agree with what Brian and Larry said, definitely needs some more polish work, however it looks a lot lot better than in first iterations.
    Regarding rust, it may not necessarily be rust like rusted shut rust, just some light corrosion/oxidation of metal to give it variation.
    Also now would be good time to decide if you want to follow concept 100% or deviate a little from the info in the image.
    There is some grease under the top-most rail of the gun, the one with holes (just noticed there are no physical holes in mesh :) ) nevertheless, there are spots in concept that can help you locate the places you can put dirt/grease/oil/rust but again don't go overboard, just light wear and tear.
    The thing you've said about very rusty car holds, but, there is a difference between knowing how, when and how much rust to use and just cranking the rust up to 11 and drowning the piece. < I guess this boils down to use it lightly and smart :) < and smart means study how these damages form on guns/machinery.

    Cheers

  • alex_kim
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    alex_kim polycounter lvl 2
    Happy new year everybody
    This is my final version





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