Artstation link for 3D Viewer and Final Render:
https://www.artstation.com/artwork/BmVvvDHi everyone,
This is a project Iv'e been working on for a while. It's a TAR-21 with the following attachments:
* EXPS2-2 Holographic Sight with G33.STS Magnifier
* FAB Defense Integrated T-Grip Foregrip & Light Holder
* FAB Defense TAR Podium
* Steiner Optics OTAL-A Laser Sight
* CAA Clear Action Mag 17
* TAR Integrated Suppressor
I just finished the highpoly and I wanted to get some feedback on the model before I start the next process. If there are more shots you want to see or if you have any questions, let me know.
References:
Replies
I finished UV mapping the gun and decided to separate the model into two maps. One for the rifle itself and the other for the attachments. I finished laying out the rifle portion so I decided to do a test bake in Marmoset 3 to skip out on making a cage. It was my first time using Marmoset for baking so there was some things I had to figure out, but once I did things became a lot easier. I baked out a Normal and AO map and I'm pretty pleased with the results.
The next thing I'm gonna try to do is finish laying out the UV maps for the attachments and try to figure out how to lay out all the islands without changing the telex density to much.
Like always if there's anything I can improve on let me know.
Also, the position of the reflex sight and that other thing is too far back on the rail. The users eye would be about even with the trigger. Looks like you got some reference photos with such a placement.
Other than that, great work so far.
I finally finished the normal map bake for the attachments. I decided to use a cageless bake because of all the awkward shapes, but it was my first time using it so it took me a while to figure things out. But now that I know what I'm doing I'm pretty happy with the results and I like how much of a time saver it is.
With BIGTIMEMASTER suggestion I went back and doubled checked all my measurements. Luckily I didn't have to make too many adjustments but he/she was right about the laser.
Unless there's something major i have to change, I can finally start texturing. Like always any feedback is greatly welcomed.
I finished my first basic material pass to get the materials right. Identifying materials and transferring it to 3D is one of my biggest weakness so any feedback is appreciated.
I finished my secondary details and added some damage. I usually have a hard time with creating interesting and natural damage on my models so any feedback on that part would be very helpful.
My next step is to add tertiary details using Quixel NDO.
Like always any feedback is always welcomed.
My next step is to go back into the model and add dirt/grime build up on where the mesh intersects so that all the pieces blend together, then set up a final render in Marmoset.
This project is almost done so let me know if there is anything that I missed to do or if there is anything that I should do.
https://www.artstation.com/artwork/raq9J
https://www.artstation.com/artwork/me8DZ
For various reasons it took a lot of time for me to get re-motivated to finish this but I wanted to finish it eventually. I took the advice of Zi0 and changed some of the roughness/color variation. I think it came out really well especially the lighting which is rare from me. But of course after staring at this for such a long time I probably missed something so if there is anything I can do to push this further, I'm all ears.
I think it's time to call this project done. It was a really, really, really long process, but I finally came out with something I'm proud of. It was a great learning experience and it really improved my techniques and software knowledge. Unless there is something major I probably won't go back and change things, but I still want to hear the critiques so that I can use them for my next project.
https://www.artstation.com/artwork/Oy3aye
I included the link to the artstation page if you want to look at the 3D viewer
Good luck!
Iv'e been working on the textures like suggested. I decided to add a Persona 5 themed texture, but I'm not sure if it's too tacky or not (I even thought of a cool name to call the skin too), so I wanted some feedback on it. I'm still messing with the roughness and color variations, but I wanted to see if the changes I'm making are better or worse.
The textures are not bad, but its just the base material layer, its just the first step and not done.
(Also it looks like your AO is missing + the materials are too much of the same type)
Step 1: Define base materials with micro details, roughness and albedo/spec etc
Step 2: Add medium and large scale material variation and details (larger splotches of rougness variance, tint, soft dirt, bleaching etc)
Step 3: The key to any good realtime texture; edge definition. Add small scale highlights and continue with medium and large scale 'drybrushing', convexity based edge wear, continuing with some larger scale details on the flat surfaces as well
Step 4: Add some unique details and extras, text, camo, sticker, other gimmicks for a bit of uniqueness and relatablility
You just kind of stopped at the start of step 2
I realized I should probably post more frequently so that I can get feedback sooner rather than later. I added some more exaggerated grunge and edge wear to my textures. I still need to go back and add some more variations and grunge to more spots, but I wanted to see if I'm heading in the right direction.
It is an improvement and the materials look more varied
Try add some color variation, these metals and plastics are not just gray shades, they have some hue usually
Also many of your edges are too sharp which hurt the model, especially around the attachments and magazine.
The Bipod area looks a bit confused in contrast, it is little defined, maybe make it a bit lighter
I render in Marmoset so it should already be using HRDI (unless I'm misunderstanding something), but once the textures are sorted out, I'll go back and redo my presentation.
Also, as much as I wanted to avoid it, I guess I have to go back to the highpoly and do some rebaking/remodeling.
I think after all this time, I'm finally done. I like the way it came out and it was a good learning experience. Depending on the feedback I may or may not go back to fix some things. Iv'e been working on this for waaaaayyyyyyy too long and I need to start on something else.
I'll post the Artstation link with the 3D viewer after a couple days. I like to wait and see if I receive any major feedback.
https://www.artstation.com/artwork/BmVvvD
I think two things that could really help for your next project would be relaxing your edges a bit, and pushing your material definitions.
Your edges are a bit sharp, so they're not going to catch as many nice highlights. It's a bit unintuitive, but especially for game assets, it's important to soften sharp edges a bit more than what would be "realistic." Besides lighting a bit better, it'll also preserve detail at lower MIP levels.
The materials are a little bit homogeneous at the moment- it's hard to tell what's metal and what's polymer. For a gun with a polymer body like this, you're not going to see too much color change on wear areas unless it's been painted. Rather than modulating color on edges, you can adjust the roughness and add nicks and cuts to show wear and use.
Over time, the matte finish of polymer tends to get polished smooth with use. Take a look at this photo. See how the rear of the stock is polished smooth where your face would be resting, and much shinier than other parts of the rifle.
https://www.gunsamerica.com/digest/wp-content/uploads/2015/02/idf-tavor-.jpeg
These two also show the effect- only the metal parts which were painted have edges worn away to reveal another color (the metal underneath the paint). The polymer parts are worn smooth in some parts, and have some nicks and cuts that affect the normals, but the only color comes from dust and dirt that's been trapped in the crevices. You wouldn't really see color changes on the edges of the polymer.
https://upload.wikimedia.org/wikipedia/commons/f/ff/Flickr_-_Israel_Defense_Forces_-_Pose_for_the_Camera.jpg
https://upload.wikimedia.org/wikipedia/commons/a/a0/Flickr_-_Israel_Defense_Forces_-_Nahal's_Special_Forces_Conduct_Firing_Drill_(11).jpg
Hope that helps!