Looks good Lonewolf! Long time no textures from you, I'm glad to see another one
I like the small scratches, the base material looks convincing for a G36 style weapon. There are 2 different lightdirections thought, but It didn't bother me until I searched for it, so I don't think it's a minus.
Good job on the design, especially the front part looks functional. The part behind the handle looks a bit random, I would propably go for a hollow shoulder handle like the sig551 or a H&k like traditional stock. But those are details, good job dude!
I generally like your weapon textures, Lonewolf, and this one is no exception.
If anything, some of the painted in depth in the body of the weapon could use a bit more punch (a bit flat now). Also, with the repeating detail, more aggressive uvs could have saved you some texture space, but that's just me being picky technical. Overall, this is fine.
I'd like to see what you could do under tighter restraints, such as using one or two 128's to pull off a similar level of detail.
That is one awesome piece of weaponry, top notch texture!!
I think it'd benefit hugely from a bump map or normal map, which is easily taken your current texture (for the normal map, use the Nvidia normal map plugin). On the first shot it looks a bit punchier but on the rest it looks kind of flat. (maybe you already have a bump just not in those shots?
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This makes me really miss doign pre-lit textures.
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I still do a tiny bit of light rendering on the textures, I think it improves the look since you can add a bit of a standardized light situation that the player is prepared to see and will accept quicker.
Those circular dented thingies that are very much near you on the first-person render (excuse my lack of a way to say this properly) are lacking a bit compared to the rest; they make it obvious that it's flat, while the rest seems like good work to me.
I'd like to know what's up with the circutry pattern on the grip.
The gun has a pretty solid design over all, it feels very real, but that pattern seems very out of place. Is it a marker's logo? if so it seems simultaniously too detailed (too much shape information visually, a bit disjointed too) and underdetailed (smaller circular logos can contain a great deal of visual appeal, birds, stars & bullets are popular patterns).
Unless you have a solid reason for this design choice I'd recommend taking another look at it.
cholden
thanx dude, i cant really overlap UV for detail cause i use dynamic light skinned, so it will look off light wise
128 texture huh? i hate those :P i prob pass on the light skinned and overlap details like u said before
EarthQuake
yea my renders are sometimes more moody than showing the real technical work
u can see how it really looks on the other pic and texture like u said
ebagg
thanx man, once we get it ingame ill prob make normal map
ComradeJ
i took those off, u can see its not on the texture anymore
I like it, but it isn't very pratical. The fire mode selector looks hurtful to use? how the heck is the thumb suppost to rotate it 180 degrees to go full auto?
Replies
I like the small scratches, the base material looks convincing for a G36 style weapon. There are 2 different lightdirections thought, but It didn't bother me until I searched for it, so I don't think it's a minus.
Good job on the design, especially the front part looks functional. The part behind the handle looks a bit random, I would propably go for a hollow shoulder handle like the sig551 or a H&k like traditional stock. But those are details, good job dude!
here is the texture and another view
If anything, some of the painted in depth in the body of the weapon could use a bit more punch (a bit flat now). Also, with the repeating detail, more aggressive uvs could have saved you some texture space, but that's just me being picky technical. Overall, this is fine.
I'd like to see what you could do under tighter restraints, such as using one or two 128's to pull off a similar level of detail.
I think it'd benefit hugely from a bump map or normal map, which is easily taken your current texture (for the normal map, use the Nvidia normal map plugin). On the first shot it looks a bit punchier but on the rest it looks kind of flat. (maybe you already have a bump just not in those shots?
This makes me really miss doign pre-lit textures.
[/ QUOTE ]
I still do a tiny bit of light rendering on the textures, I think it improves the look since you can add a bit of a standardized light situation that the player is prepared to see and will accept quicker.
The gun has a pretty solid design over all, it feels very real, but that pattern seems very out of place. Is it a marker's logo? if so it seems simultaniously too detailed (too much shape information visually, a bit disjointed too) and underdetailed (smaller circular logos can contain a great deal of visual appeal, birds, stars & bullets are popular patterns).
Unless you have a solid reason for this design choice I'd recommend taking another look at it.
thanx dude, i cant really overlap UV for detail cause i use dynamic light skinned, so it will look off light wise
128 texture huh? i hate those :P i prob pass on the light skinned and overlap details like u said before
EarthQuake
yea my renders are sometimes more moody than showing the real technical work
u can see how it really looks on the other pic and texture like u said
ebagg
thanx man, once we get it ingame ill prob make normal map
ComradeJ
i took those off, u can see its not on the texture anymore
zenarion
thanx, i have no idea