I posted this over at the game-artist.net forums, but figured i might as well post it there too. The specs are aimed at a third person shooting game (think max payne 2 or gears of war).
3708 triangles, 1024x512 diffuse, and i threw a simple anisotropic shader on it.
Let me know what you guys think.
Replies
You might want to make it look more like this. Give a bit of more damage and a little more color variation.
Alex
Nice work.
You texture a lot like you follow some guide set where metal is grey and lots of white lines along edges.
Put some color into that metal it's very dull. Imagine it absorbs one color from beneath and another from above and do it very subtle. The metal is not that bad, compared to the wood. It has the same range as the metal even though it's a completely different material. It just has too much contrast and too much of an glossy or oily look to it. I would completely redo that part and be a lot more gentle when it comes to the highlights and shadow and simply not put a heavy highlight or shadow along any edges.
And as for the wood i'm totaly clueless, i pretty much use large dodge/burn to fake shadows.
As for your wood, three major problems:
-#1 is the highlighting is inconsistent, and seems too sharp for wood. Try to do more with shadows and less with light.
-#2 is that I think the woodgrain is too big, makes the gun look tiny.
-#3 is that right now everything is going on one perfect straight line. It looks like they got a block of wood in a factory and cut out the shapes of the gun flat.
Overall, though, looking good.
Edit: Here, a paintover on your metals. Fast and messy, but may still help.
Any chance you can do one for the wood for fun?
Otherwise, awesome. i was gonna suggest the same thing about dirtying ur textures, but since that's already done....
I used a really simple/fast technique. Photoshop clouds filter + shear filter for the wood base, a little photosourcing on overlay for texture, and a screen layer for lights. If you wanna paint this all on one layer/by hand you can, the idea still applies, I was just in a hurry.
(Some key things are the rotation of the wood grain, from the pictures I found it looks like it usually runs up the same angle as the stock. Grab some ref and make sure everything's angled right, it makes a ton of difference. Scale too, big pattern makes it look like a very small object. Also, if you do use a photosource, like I did, don't just slap it on and call it done. Just because there are notches/details in a photo doesn't mean they're going to immediately look good in your texture; if you paint a little lighting and depth on another layer over it the texture will look worlds better. )
Edit: ack, the lack of sleep is really showing up in my writing
Edit4000: ohyeah, my lighting isn't exactly the best, I wouldn't copy my glaring light + superdark edges thing when you redo the wood. Try and pretend I did it half as well as I did the metal.
It's a good model and texture so far, although the poly usage is a bit unnecessary in places (like the extra loops running around the borders of the handles), but the texture just needs a bit more polish to really make it look convincing.
Keep it up!
I want this to be a portfolio piece, so be harsh guys, so be harsh(ly) honest.
I'll take some polies off the barrel. The extra loop on the handle though is needed, so is the "cut" around some parts of the receiver, otherwise the smoothings groups are really crapping out.
And at some people curious about the name, Ingram made a Mac 6 in the early 50s, it may look like a thompson, but mechanically its very much like a sten gun.
Keep those crits coming, and if you have any suggestions of what kind of kit/equipment.
I dig SupRore's wood paint over
As for the model cuts and what not, I'd suggest completely smoothing the wood areas out. The handles got jagged edges that are noticeable (finger indent areas) yet you chamfered all around the front handle.
Seeing as you smoothed the barrel so much and it's a portfolio piece I'd just pimp it out.
B
Here is what i got so far.