Hi everyone! I have recently been working on my original design for the LSW-57, a fictional near-future LMG. I'm finishing up my texturing work and I wanted to know what design or material changes people might recommend. This would be intended as a 3D first-person game asset.
Here are a couple of substance painter shots:
It is, of course, inspired by the MG-42 machine gun.
Replies
The modeling and texturing looks great, but I think it generally needs more contrast.
It could be a matter of a different lighting setup, or just raise the contrast of the textures.
Looks very low poly and mat (don't see pbr). By low poly I mean it looks wobbly. Including a wireframe might help with comments.
Nice and original design ! I like it :)
As Kanga said it looks a bit rough around the edges, a bit too low poly. Could use more chamfer/bevels? The bipod feels a bit flimsy compared to the original. Maybe make it thicker, sturdier kind of. Here's an example:
For the texture, I would add more shiny parts. More metallic channel I feel, getting a more contrasted roughness map. As kanga said again it feels quite mat at the moment. Could also be lighting setup I guess.
I think your bakes/normals are suffering hardcore. There's artifacting/harsh edges on almost all edges of a uv seam. Consider splitting your material up for more texel density, and really abuse stacking/overlapping uvs to gain more resolution.
Share your UV sheets too, I feel like almost nothing was straightened