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Modern Light Machine Gun feedback

polycounter lvl 2
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IsaacHerbesto22 polycounter lvl 2

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:

CShot1.PNG CShot2.PNG CShot3.PNG CShot4.PNG CShot5.PNG CShot6.PNG CShot7.PNG CShot8.PNG

It is, of course, inspired by the MG-42 machine gun.

Replies

  • Lukes3D
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    Lukes3D triangle

    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.

  • kanga
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    kanga hero character

    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.

  • Bhasara
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    Bhasara polycounter lvl 6

    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:

    soldat-allemand-avec-mg-42-1942-c456wd.jpg

    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.

  • Epitaph
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    Epitaph ngon master

    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

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