Hey weaze, you've done a decent job here. could you post a wireframe so we can see your mesh?
The texture is lacking a bit. There are scratches in places that it doesn't always make sense, and the changes in value are pretty much consistent over the entire texture. Try to show more wear and tear in places that the gun will be in contact with objects more, i.e. hands, cases, etc.
I have a feeling you'd get a lot more out of this if you chamfered some edges, which probably wouldn't hurt your poly count much if you optimize correctly. Do you have any bump or specular on this? It looks pretty flat over its entire surface.
Good start here, give it some love in the texture and it'll make a huge difference.
Yeah, I agree with Adam on the chamfering bits. It looks really "boxy" atm. Remember its most important to get you sillohette down, that can't be faked. I can see that you have some areas that will cost you a lot of tris, but much of it is minor detail, where the chamfers will make your gun take on a whole new form.
Good luck man.
this helps a bit... i still think your low poly can use some work though, yet it's still hard to tell.
lets see a rendered version of your prop, with a wirefram superimposed on top of it - if you know how of course, it would take your critiques a lot further
your normal map looks good so far, but i think that you can make this weapon MUCH MUCH more dynamic... use your normal map to fake more of the details you're currently using geometry for.
check out the polycount environment wiki for tips on this.
look at some other weapon threads to see a better format for recieving crits.
this helps a bit... i still think your low poly can use some work though, yet it's still hard to tell.
lets see a rendered version of your prop, with a wirefram superimposed on top of it - if you know how of course, it would take your critiques a lot further
your normal map looks good so far, but i think that you can make this weapon MUCH MUCH more dynamic... use your normal map to fake more of the details you're currently using geometry for.
check out the polycount environment wiki for tips on this.
look at some other weapon threads to see a better format for recieving crits.
ok, im still sorta new, to the site where do i go to find the environment wiki, and can i just put the wireframe over the render in photoshop?
go easier on the white scratches ged rid of half of them and reduce the other half by 50% opacity
and than bake some ao into your defuse map and you will start to have a winner...
Replies
The texture is lacking a bit. There are scratches in places that it doesn't always make sense, and the changes in value are pretty much consistent over the entire texture. Try to show more wear and tear in places that the gun will be in contact with objects more, i.e. hands, cases, etc.
I have a feeling you'd get a lot more out of this if you chamfered some edges, which probably wouldn't hurt your poly count much if you optimize correctly. Do you have any bump or specular on this? It looks pretty flat over its entire surface.
Good start here, give it some love in the texture and it'll make a huge difference.
Vj
Good luck man.
Good form, just work on the texture.
lets see a rendered version of your prop, with a wirefram superimposed on top of it - if you know how of course, it would take your critiques a lot further
your normal map looks good so far, but i think that you can make this weapon MUCH MUCH more dynamic... use your normal map to fake more of the details you're currently using geometry for.
check out the polycount environment wiki for tips on this.
look at some other weapon threads to see a better format for recieving crits.
and than bake some ao into your defuse map and you will start to have a winner...
Could you point out what parts are plastic, even with all the pictures i have a can't tell.