There seems to be odd stretching on all your cylinders. If you uved and baked your mesh it looks kinda low quality. The textures dont support physical wear and tear and in some parts look very out of place like the weird paint effect on the trigger guard. Put polys where they are needed like the wires at the back of the grip.
Thanx 4 th wireframe. Keep your polygons as square as possible. Rectangular polys (long thin) don't behave well. Wherever possible don't intersect polys. It looks like you have alot of interpenetration going on. You should carve out all your internal polygons to avoid polyfighting problems and lower your model's polycount in the game engine. Plus you don't need what you don't see. You have a bunch of bad polys on your rear cylinders and connecting cubes. Select them and recalculate normals. You really need to look at making assets for games there is loads of info on topology and even recent breakdowns in the Technical Forum here.
I suspect the model doesn't have organized uvs and isnt optimized for texture baking, or texturing. Have a look at these links. They may help.
the rectangular shapes are perfectly fine, its not overly stretched. keeping them square would be a big waste of polygons on such surfaces. but besides that something is really broken. how should someone give proper feedback here? feels like its the UVs. but hard to say
I think you could do with a bake or some smoothing on the cables. Either shade smooth it (maybe with a bevel) or you do could a high poly version and shrinkwrap it then bake in substance painter. If this is a game asset I'd suggest reducing the polycount on the barrel - guess you could do a high poly bake again.
I'm talking in blender terms as it's open source and that's what I use, other software will have different names.
The way I'd approach this gun is to make a very high poly version so there are no obvious bevels/ hard edges, if you wanted to go mad you could sculpt dents in it. Once you have the high poly you could decimate (doesn't always do a good job) or retopo - both with a shrink wrap. Export the two models separately and watch a video on baking.
Replies
add more textures to the design
rendered unity phase
There seems to be odd stretching on all your cylinders. If you uved and baked your mesh it looks kinda low quality. The textures dont support physical wear and tear and in some parts look very out of place like the weird paint effect on the trigger guard. Put polys where they are needed like the wires at the back of the grip.
thanks ill re fix the model and do the fixes
re-doing the model and creating a revision 2 of the design
uv's will be fixed, also the prop will be fixed through feedback and other artworks critiques
file messed on saving so ill have to redo the process of the design.
Thanx 4 th wireframe. Keep your polygons as square as possible. Rectangular polys (long thin) don't behave well. Wherever possible don't intersect polys. It looks like you have alot of interpenetration going on. You should carve out all your internal polygons to avoid polyfighting problems and lower your model's polycount in the game engine. Plus you don't need what you don't see. You have a bunch of bad polys on your rear cylinders and connecting cubes. Select them and recalculate normals. You really need to look at making assets for games there is loads of info on topology and even recent breakdowns in the Technical Forum here.
I suspect the model doesn't have organized uvs and isnt optimized for texture baking, or texturing. Have a look at these links. They may help.
http://wiki.polycount.com/wiki/Polycount
Weapon creation tutorials 2012 (linked from polycount wiki created by Millenia)
My favorite technique by Amsterdam Hilton Hotel 3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial
That is just a few links. Weapon modelling fanatics here will have loads moreinfo for you I'm sure.
thanks for the feedback , going to create some revisions also here
recolor and revision of hybrid design weapon prop
the rectangular shapes are perfectly fine, its not overly stretched. keeping them square would be a big waste of polygons on such surfaces. but besides that something is really broken. how should someone give proper feedback here? feels like its the UVs. but hard to say
I think you could do with a bake or some smoothing on the cables. Either shade smooth it (maybe with a bevel) or you do could a high poly version and shrinkwrap it then bake in substance painter. If this is a game asset I'd suggest reducing the polycount on the barrel - guess you could do a high poly bake again.
I'm talking in blender terms as it's open source and that's what I use, other software will have different names.
The way I'd approach this gun is to make a very high poly version so there are no obvious bevels/ hard edges, if you wanted to go mad you could sculpt dents in it. Once you have the high poly you could decimate (doesn't always do a good job) or retopo - both with a shrink wrap. Export the two models separately and watch a video on baking.
thanks , ill look into and fix the shading problems. glad for the feedback.
rendered phase in unity of this hard-surface weapon prop
Redoing the post and took out the other works for legit use.
10/25/22 revision 2 of the render
updating the design from 1st model
10/26/22 revision 1 of the render
close up render