So I guess you could say I have no experience at all, I only started doing this about a 3 1/2 weeks ago. My goal is to be able to create assets for an PC FPS game I want to make. I've watched countless hours of youtube videos and tried to apply the knowledge in my work but sought out a platform where I could now have people critique what I've made for further improvement in skill. So I started out modeling a SIG SAUR M17/P320. I've completely remodeled it four times and retextured it three times to where I'm fairly impressed, but I know it can be so much better.
I use Blender to model and substance painter for textures.
PS: The first two renders are in Substance Painter's Iray render engine and the 3rd render is in Blender's cycles engine. I'm not terribly positive why they look so different but assuming the environment has a good amount to do with it.
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Thank you! I found his site an will look for others as well, I was absolutely scratching my head how some people seem to get insane detail out of their models and textures that I simply wasn't achieving. I hope to be able to update this with a much better result.
Here are some of my advice
・Do you have any photo reference ?
・An object appearance depends on the lighting . When there is no light , you basically sees nothing . In digitally , there are various things that affect the light .
・Shader:Convert and combine input ( texture, parameter ) into output(final result) by using sets of different math equation . Basically , lambert and blinn shaders uses different sets of math equation , thats why they look differently .
・Light settings : Substance painter uses environment to light up your object . You have to use the exact same technique to achieve the same lighting . Google up for HDRI environment map .
・If you are using it in game anyway , focus on how it look in the engine itself , and not blender .
https://www.artstation.com/marketplace/p/XGGA/handgun-for-video-games-tutorial-complete-edition
I appreciate your input, thus far i've been doing everything in Blender 2.8 and Substance painter. I think ill do the tutorial you linked from flipped normals, though using Blender instead of 3DS Max, for low poly, Zbrush for high poly etc. See what I can come up with.
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial
Hey thanks, I've done a little bit with booleans in Blender but haven't even opened Zbrush yet so I'll definitely give it a read. I've been trying to get into as many tutorials as I can, using google and youtube like a mad man.
The slide grip (angled cuts) are ridiculously high poly and the sig logo could have been done in the normalmap.