Heres something ive been working on for the last 2/3 days and is the first hopefully of a pack of weapons that might get release on turbo squid or similar websites.
* Model by maxinaut
* Model Unwrapped by myself.
* single 512x512 texture
* rendered at 60% self illminasion.
* easyily my best weapon texture ever.
* Does this make the turbo squid cut?
Im hoping to start work in the next few days of texturing an M16,which presents a whole new set of challenges,namily the switch from metal materials to plastic based.
John
Replies
But I can't even unwrap
You have fit your skin pretty nicely on the texture. Not very much free space left I personally would have given the wooden parts a litlle bit more accuracy.
Good job!
Thanks guys for the feedback:-
Echelon-IV:- Cheers,yeah I wish id given the butt a tad more space than I did.
KeyserSoze:- Thanks for the feedback,ill have another mess with it in between my shifts later today see if I can ump it us abit.
Rockstar:- Good advise man,again ill see what i can do between my shifts.
Update later I hope.
John
*toned down the clip.
*erassed/toned down afew extreame highlights.
*tried adding gloss as Rockstar suggested.
*tried adjusting the lighting on the wooded areas.
* changed the overall colour.
Hope you can like teh changes,what do you think of the colour change?
John
/vig goes screaming out of the room
I have seen alot of AK's made and this is one of the better ones I have seen. However I have seen too many to really feel moved to say much more. Blame the 4 billion CS kiddies that tried to make an AK out of 120 sided cylinders and duct tape.
Nice model tho, I really like the texture
Nice changes! Man I just seem not to be able to catch Nermin online
Thanks for the heads up,Are those max settings the ones found under the renderer options or are they under the material options?
Thanks
john
It looks great!
Heres an *almost* finished WIP of the M16,the second weapon for the weapon pack.
*rendered at 60% self illumination
*Hard Plastic look
*Im going to redo the barrel highlights when I get back from work tomorrow and make some more adjustments.
C&C welcome.
John
really sharp, believable stuff. Keep practicing and you'll have this in no time.
Thanks for that it looks much better now,I did mess with the curves some and sharpen this time round but somehow I just could not make it look "right",I think its more a lack of confidence in my abilities and am slightly nervy about pushing things,which sucks to be honest....ill give it another go though and see if i finally sucseeed on the under slug grenade launcher which ive just started working on.
Thanks for the feedback though.
*must push thing,must push things,Must....*
John
There are 2 things I would recommend you: 1. Work on your base texture. Putting some time into it really pays out. I paint them individually for each weapon. I have some splat brushes to do them. There you can already do the major color differences
2. Stay closer to your reference. I sometimes end up painting almost every single highlight (sometimes pixelsize) I find on the ref pics.
Good job so far!
Well as promised heres my next one.
For the most part its the same texture as the normal one (above) but ive done the added underslug on a seperate 256x256 map.
I think it shows that I did this at 512x512 then narrowed it down to 256,ill play around with it some more tomorrow and try and get more defonition into the underslug barrel.
Also theres some slight tonal diffeences in colour throughout that I wnat to try and address before I call it "final".
Anyway heres what I have so far....Tried to take your crits into account this time EQ .
John
Anyway heres the next and second from last gun,the FN2000,It took me about 3 attempts to get it looking good and I found it pretty challenging a sits not the most intresting gun ever. but anyway,ursal rules apply,bog standard lighting with 60% self-illumination.
Hope ya dig it...keep the hints and tips coming guys.
John
same rules apply,60%SL
John
partly it may be to the fact that you lack sufficient baked lights in the texture as well as having too many different shades and tints fighting for attention
Thanks for the comment.
Looking back im in agreement to the point about different areas fighting for attention.
To try and get the balance right next time (on the last model in this project) im going to try going from greyscale to get the values and depth right and then colour after and see if that works any better.
Thanks
john
Got one more gun for the pack leaved to go..the styre-aug,we'll see if I can improve alittle bit more with this last one.
john
Try starting with a near black, like almost pitch. Then never let yourself cover over every bit. You are losing your ability to describe this stuff as metal by keeping the darks in a middle value. DAAAARKEN!!
heres the last weapon for the pack,ill post up the groupie screenshots abit later on once I have double checked the models again .
60% Self-I.
Tried doing as Poop said more on this one,im really pretty pleased with it,also thanks for the tutorial links,that came in really useful
Anyway here ya goes.
John
First off thanks all for your time and helping me with this,I have learnt a ton throughout this project and I think these are my best works ive done.Also you can see the improvments I made throughout from the AK to the styre-Aug in the way I work. So yes...thank you all!!
Well here it is,Nermin is sorting out the final documents for final release but the final renders and pics are up.
http://www.tridinaut.com/gallery/pack2/index.html
Thanks again for the help .
John
or is this the last one...
no no... make more...
So good luck with selling that pack.
Someday soon I'm going to kick into doing real-world weapons, and you've given me inspiration / a cheat sheet!
/jzero