Hello Polycount! I'm currently working on a mossberg 590 mag fed shotgun and looking for feedback on my progress so far.
This is the high poly model:
I have begun working on the low poly and decided to give the magazine, scope, flashlight and shotgun one texture set each.
The magazine and scope low poly models are done and the textures currently look like this:
My two main problems with the scope at the moment are 1: the plastic on the back looks a bit leathery or off even though it is the same material as the front or could it just be the lighting? And 2: I can't get the roughness value on the glass transferred from Substance Painter to Marmoset Toolbag. The glass material is an opacity mask applied in the Transparency tab of the material in Toolbag.
Replies
And the flashlight:
I would appreciate any feedback on what to improve before I start merging all the objects into one scene.
After merging all the objects in one scene I started tweaking the textures a bit and begun working on the main renders and this is what I have.
Any feedback is appreciated!
The scope feels like super "lowpoly" and blocky, did you do your own design there? It looks pretty out of place against the realistic rest
Try follow a reference for that one
The base materials seems good but now you gotta start on the real texturing : P
Edge definition, large scale and medium scale wear and details, personalization, that is 80% of a good realtime texture. This right now is not wrong at all but only the start.
Regarding the scope it is actually modeled off a reference
But I get what you're saying in that it feels off. I don't know if it's my materials or the lighting or a combination of both. I'm finding it hard to light the shotgun without overexposing the scope.
I agree with the personalization thing, I've been worried about overdoing the wear and tear but right now as you say there could be more interesting things in the textures.
About the proportions, i think the barrels are a bit too skinny, but too late now i guess.