The textures are great overall but perhaps a bit uniform, I also think some of the edge wear/scratches are a bit too uniform (green) and the line marked in red doesnt make much sense since its a cavity which probably wouldnt get much wear.
Even though the dark background is often used I think it looks better than the pictures with the desert in the background. The desert distracts from the model IMHO. The lighting is solid and does a good job highlighting the details.
The textures are great overall but perhaps a bit uniform, I also think some of the edge wear/scratches are a bit too uniform (green) and the line marked in red doesnt make much sense since its a cavity which probably wouldnt get much wear.
Even though the dark background is often used I think it looks better than the pictures with the desert in the background. The desert distracts from the model IMHO. The lighting is solid and does a good job highlighting the details.
Model looks good, maybe a bit sharp and too uniform edges at places Texturing is pretty simplistic still and needs some work, Edge definition and medium/large scale details and variance are everything in texturing Small scale surface detail is there but that can generally be so generic that it can be done with a tiling texture
Edge definition needs way more variance in intensity, there are basically no heavily worn edges, nearly all are razor thin lines that cause more aliasing than they add in detail. Add some large scale details and material variation. Even if all should be black, give materials different roughness and slight tone shifts
Here is a great example, of course this is way more worn but the principles are the same
Here is also a good real life example
Notice the vast difference in materials, roughness, and even color variation within the receiver, as well as the strong variation in worn edges ( a bit hard to see due to lightning) but some places which are physically hard to reach are nearly perfect but others are heavily worn.
Model looks good, maybe a bit sharp and too uniform edges at places Texturing is pretty simplistic still and needs some work, Edge definition and medium/large scale details and variance are everything in texturing Small scale surface detail is there but that can generally be so generic that it can be done with a tiling texture
Edge definition needs way more variance in intensity, there are basically no heavily worn edges, nearly all are razor thin lines that cause more aliasing than they add in detail. Add some large scale details and material variation. Even if all should be black, give materials different roughness and slight tone shifts
Here is a great example, of course this is way more worn but the principles are the same
Here is also a good real life example
Notice the vast difference in materials, roughness, and even color variation within the receiver, as well as the strong variation in worn edges ( a bit hard to see due to lightning) but some places which are physically hard to reach are nearly perfect but others are heavily worn.
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Even though the dark background is often used I think it looks better than the pictures with the desert in the background. The desert distracts from the model IMHO.
The lighting is solid and does a good job highlighting the details.
Good job
Texturing is pretty simplistic still and needs some work, Edge definition and medium/large scale details and variance are everything in texturing
Small scale surface detail is there but that can generally be so generic that it can be done with a tiling texture
Edge definition needs way more variance in intensity, there are basically no heavily worn edges, nearly all are razor thin lines that cause more aliasing than they add in detail. Add some large scale details and material variation. Even if all should be black, give materials different roughness and slight tone shifts
Here is a great example, of course this is way more worn but the principles are the same
Here is also a good real life example
Notice the vast difference in materials, roughness, and even color variation within the receiver, as well as the strong variation in worn edges ( a bit hard to see due to lightning) but some places which are physically hard to reach are nearly perfect but others are heavily worn.
Here its even clearer.
i will consider it.