Hey, first post, excited to get some feedback and critique.
This was a steampunk revolver I did for a Game Asset class that I'm modifying to use for my Senior Project portfolio scene. It was originally brass and a lot more torn up, but I made it black and silver to try and get it looking more modern / near future.
So...yeah. Critique would be awesome, I'm trying to learn a lot from doing this piece.
Replies
steampunk is often elegant and clean.
So more brass/wood, maybe turn your laser pointer into a series of mirrors that reflects a light beam or something.
add like a de constructed telescope on top instead of an iron ring.
just ideas.
em says hi
ha to me victorian based steampunk is pretty much the ugliest thing to do, this and halo xD
I guess he could always do steam punk based off the american classic. . . Wild Wild West.
Also you should try to concentrate your wear on the materials around exposed areas of the object. ATM it looks as the heavily protected areas under the RIS plates has received the most wear.
Well it's one way to approach a steampunk style.
and it needs ornate brass trimmings. oh and bolts.
then its steampunk.
As for the gun I think the steampunk elements look a little strange on the gun. It should stay full steampunk or lose them all. If I remember correctly you wanted this to be a weapon a vampire hunter used right? Well personally instead of trying to modify this gun I would do a totally new gun designed with the vamp hunter in mind.
Maybe he has some silver bullets strapped to the side, silver barrel with dark ornate carvings along the barrel. A really big barrel to shoot large silver bullets to kill the vamps in one shot. IDK just some ideas.
As for your gun right now the lazer pointer seems fairly simple. If you look at a lot of modern guns with laser pointers they are more then just a cylinder. There quite complex not to mention that I dont know exactly how yours would even work since its just a whole and the laser is somehow there.
For the poly distrabution you seem to have way to many polys in the cylinders, you should cut that in half and start using those extra polys to give the gun more personality and more detail. Remember detail donst mean smoother edges but go for a more interesting silhouete.
As for the texture the rubber grip seems like it has a cloud filter on it since its grey and splotchy all over the place. Rubber would slightly wear out where its being handeled the most not just in random places. As for the metal it seems too noisy. Seems like the metal has suffered a lot of water dmg.
For metal try to keep the difuse map a little more simple in terms of noise and use the spec map to really give it some varation.
Again my suggestion would be to do a new design instead of trying to modify an old one but thats really up too you. Good luck though.
I'm not saying do a highres and bake normals for this asset, i'm suggesting that you forget about it all together and focus on skills that are required for current generation asset development. I honestly wouldn't put this in a portfolio even if you fixed all the crits people have mentioned here. I know this may sound harsh, but i think its very important to hear.
Earthquake - Crazybump, actually, but I wasn't really aware all models needed a high poly bake. I've done it a lot, but didn't feel like this one really needed it since I got all the large details I wanted in with just the modeling. I appreciate the advice a lot though, and my next model will definitely be something that will focus on a high to low bake. Especially sub-d actually, since I'm not as comfortable with that as I'd like.
Nyne - Yeah, I was just going off on Unreal's tri count for their first person weapons, and I'm still way below. When I started putting the number of sides down on the barrel and what not, it started becoming noticeably polygonal. Well, noticeable to me anyway. I probably could have lowered it a little.
Autocon - Thanks for all the advice, they all seem pretty spot on. This is for my whole 'vampire hunter' project, and I wanted the wall of guns that I'm eventually going to have to be made up of a lot of different types, so hence the more steampunk version. Some are going to be like the cross shotgun I already modeled, very specific, and some are going to just be guns. I see what you're saying though.
Oh, and thanks to Narodnik and everyone who pointed out the laser dot/sight issue. I was actually already aware that I needed to throw a back on the sight for it to make sense, but then promptly forgot. So..yeah...thanks for reminding me about that.
And Adam...seriously, I finally post, and no critique? I'm hurt. I was expected scathing yet spot on criticism from the only graduate this quarter already with a job.