Here's the low-poly version of an HK USP I'm bringing into Unreal 3. It's modeled so I can animate it, hence the many pieces. The top will slide back so the barrel and and lower rod are modeled so you see them in the animation. I know I could cut a few polys here and there and I wanna' know what I can cut. It's only 481 polys so I think I could probably leave it as is.
Replies
Textures seem a little bland, it could use a few scratches and a little grimey stuff in the spec. And IMO a 512x512 map would be more suited to a pistol.
The edges of the slide are flat, not rounded. pic
I think you could have used a few more tris and modeled on the indented bits that you have normal mapped in, as they are a pretty large part on the silhouette of the gun.
The rest of it seems good.
The color itself needs some interesting wear and scratch along edges....get a flaked version of the actual gun would help...
The model itself isn't bad.
As for the detail, a couple of things seem pretty off, but it's really hard to tell from the small image you gave us. Can you post a larger image?
To clear things up, it is for Unreal 2004 (my school doesn't have Unreal 3 yet). I plan on modeling it up later for Unreal 3 when I get the chance. I agree with Racer, the 1024 was much too hi-res so I lowered it to 512 for this render.
Pliang, the normal map wasn't processed through NVIDIA map, I made modeled floater normal planes and overlaid them on hi-poly normal map in Photoshop. The only exception was the bumps on the grip, that was crazybump. I could've made the normals higher but I'm really against strong normals.
Bitmap, I made the UVs on the right side smaller since it's for an FPS so you see the left side more.
I do plan on dirtying it up a bit now that you guys mentioned it, couldn't find good worn pistol to reference though. Thanks everybody so far for their input.
+well noticed you had a specmap, not really showing though i would probably redo it though even though im no expert,, experiment some,, never use only the leveled diffusemap