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Deagle

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Groove619 polycounter lvl 9
Hey, i did a game ready Desert Eagle model with custom coating by Whiskey Tango Firearms. It's about 4,5k triangles, 4x4k maps (albedo, metal, roughness, normal). This isn't perfect at some points and took me a while, but i learned a lot of during this project.

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  • Groove619
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    Groove619 polycounter lvl 9
    So... Im really bad at UVing, it has a lot of unused space, most important things are too small, etc. Should i make more cut's? Are the parts properly located? Il be glad if you give me some tips on how to proper make UV's. Here's the MAPS.
  • Zi0
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    Zi0 polycounter
    Its nice to hear that you learned a lot! My feedback would be that some of the edges seem to be a bit to sharp and they would look better if they would be a bit softer. The texture could use some more love next time, there are ways to make metal more interesting, good example below: https://www.artstation.com/artwork/RKzmD

  • Neox
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    Neox godlike master sticky
    whats up with the bakeerrors on the off side of the gun? there are some off triangluation issues going on :o 

  • Groove619
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    Groove619 polycounter lvl 9
    Neox said:
    whats up with the bakeerrors on the off side of the gun? there are some off triangluation issues going on :o 

    Looks like i messed up with masking in Substance Painter.. Didn't notice that  :/

    Zi0 said:
    Its nice to hear that you learned a lot! My feedback would be that some of the edges seem to be a bit to sharp and they would look better if they would be a bit softer. The texture could use some more love next time, there are ways to make metal more interesting, good example below: https://www.artstation.com/artwork/RKzmD

    Yep, I will definitely working on it.

    Thx for the reply
  • Kanni3d
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    Kanni3d ngon master
    Good modeling - profile and proportions seem solid! There seems to be a mismatch of geometry density. The bigger forms are pretty sparse in geo, while the tinier stuff has tons of silhouette defining edges- which is fine, but the larger details should also share that amount of detail.

    Definitely get into the habit of softening up edges for bakes, even if it doesn't seem realistic. It looks, and translates much better, especially once they would be used in games.

    You've got a lot of potential to utilize your UV's more! The packing isn't the best, but the UV cuts seem somewhat reasonable. Except for thaty ou can absolutely benefit from having symmetrical/overlapping islands in your uvs. If there are any elements/mirrored details (or details that especially are only visible on one side of the gun, like handgrips) then overlap them! This will allow you to pump the density up on remaining uv islands, and give you much more detail even at 2k res :) 

    You can definitely place more cuts, if there is a purpose, like to have symmetrical/overlapping uv's.


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