Heh, I didn't notice the uvs on the grip until he pointed it out, but that is pretty bad :P. The fire selection text looks like a straight decal overlay, I think just a slight reduction in opacity or a blending mode will help it blend into the material.
Actually i think that if the Textures gets Scaled down to 2048 almost all this issues will not be noticeable, just give that Grip zone more uvspace and done.
EDIT, I think its just the Specular, because the normal map looks correct.
I'm rather disappointed m8, the texture seems rushed and the materials are lacking in comparison to some of your other work.
Bland materials. The black grunge everywhere is quite overdone and doesn't really make a lot of sense. It's just... everywhere with no rhyme or reason. I'd consider greatly toning it down on the diffuse. The edge scrapes are also placed with no thought, as areas that would never get touched have scrapes yet areas that get damaged easily have no scratches. The plastic looks tbh just like a noisy base with enins scratch brushes on it, and it looks too similar to the existing metal as well. The dirt is a good touch but it should be broken up more and added to more corners and such that couldn't be touched from a simple surface cleaning.
I'd also consider chipping off some of the fire selector paint and magazine text. It only makes sense that they'd be a little worn off when the area around it is all damaged.
The other glaring issue is the texture stretching. There's some huge density issues and if you're using a 4k map like you say you are, then it should be crisp and clear all around. Currently you're not utilizing all the space and thus it looks as if you're using a 1024. The flashhider, magazine clamp, and the front of the pistol grip are particularly nasty areas.
Quite honestly your render scene is carrying it. Offline renderers like Vray are meant for beauty instead of performance, and thus use more complex math for displaying normal maps. The result you get from an offline render is not representative of the result you'd get from a realtime game engine, so you may want to consider using some form of realtime rendering like Xoliul's Max shader, 8monkey Marmoset, or Unreal UDK.
That's all for now. I know you have the skills to make an incredibly awesome texture, so get to it!
That texture is sick!
Wolf, could you give me your base metal texture? cause i am trying to find a good one, and this one looks great, or somebody knows a good tutorial that helps me creating a base metal texture
oh ffs. Will some 1 slap racer upside the head. I know you mean well, but there are ways to go about giving critique without sounding like an elitest-snob
oh ffs. Will some 1 slap racer upside the head. I know you mean well, but there are ways to go about giving critique without sounding like an elitest-snob
Way to quote one isolated statement and completely neglect to recognise that racer also gave incredibly detailed feedback which is way more useful than "looks cool man" -whether he's right or not.
Way to quote one isolated statement and completely neglect to recognise that racer also gave incredibly detailed feedback which is way more useful than "looks cool man" -whether he's right or not.
Well... in this case, he happens to be correct. Besides the texture stretching (and the stretching across the front of the pistol grip is pretty bad), the physical wear depicted on the finish isn't very accurate at all.
Lonewolf, I don't know if you actually have any real firearms to handle and examine as reference, but if you're interested in having hi-res photos of some of my working guns (not the safe queens) to get a better idea of wear patterns and the way the finishes start to degrade under use, just IM me and I'll break out my wife's DSLR.
Same offer goes for anybody on this board that does weapons modeling.
I'm rather disappointed m8, the texture seems rushed and the materials are lacking in comparison to some of your other work.
Bland materials. The black grunge everywhere is quite overdone and doesn't really make a lot of sense. It's just... everywhere with no rhyme or reason. I'd consider greatly toning it down on the diffuse. The edge scrapes are also placed with no thought, as areas that would never get touched have scrapes yet areas that get damaged easily have no scratches. The plastic looks tbh just like a noisy base with enins scratch brushes on it, and it looks too similar to the existing metal as well. The dirt is a good touch but it should be broken up more and added to more corners and such that couldn't be touched from a simple surface cleaning.
I'd also consider chipping off some of the fire selector paint and magazine text. It only makes sense that they'd be a little worn off when the area around it is all damaged.
The other glaring issue is the texture stretching. There's some huge density issues and if you're using a 4k map like you say you are, then it should be crisp and clear all around. Currently you're not utilizing all the space and thus it looks as if you're using a 1024. The flashhider, magazine clamp, and the front of the pistol grip are particularly nasty areas.
Quite honestly your render scene is carrying it. Offline renderers like Vray are meant for beauty instead of performance, and thus use more complex math for displaying normal maps. The result you get from an offline render is not representative of the result you'd get from a realtime game engine, so you may want to consider using some form of realtime rendering like Xoliul's Max shader, 8monkey Marmoset, or Unreal UDK.
That's all for now. I know you have the skills to make an incredibly awesome texture, so get to it!
thanx for the crit dude,
the black grunge, for sore reason i liked it so ill keep it
the edge scraping, i usually hate to use any even on gun, its just a personal reference, but youre right i did places the ones i did in the "wrong places" but i dont think its imported, it doesnt mean it cant look realistic
i think the fire selector is plastic too but im not sure :P
for the density issue, when i make weapon like that i give the parts u see from the FPV the bigger part of the texture and the rest gets smaller space
however i didnt see the grip stretch until u guys mentioned it, the magazine clamp got pretty small space cause it was the last part and i forgot about it lol, was too lazy to rearange the uvs when i found out how it looks
the reflection map made it too shiny i guess, ill try play with it some more
youre right it was rushed, ill put more time in it and fix some stuff but there wont be a dramatic change
the reason i used the 4k map is to get a high res render, it should look the same with 2k and half a sized render
Way to quote one isolated statement and completely neglect to recognise that racer also gave incredibly detailed feedback which is way more useful than "looks cool man" -whether he's right or not.
I was referring to his entire reply, not just that one statement, I didnt feel it was necessary to quote the whole thing. I know there was some good feedback but the way some things were worded it read a lot like; 'I am better and superior to you'. I can't believe that I'm the only one who sees or feels this way.
such as using loaded words or phrases such as: I'm rather disappointed, bland materials. Glaring issues, particularly nasty. and then he goes off to give lonewolf a lesson in rendering 101. When I'm sure lonewolf knows the difference between what a game engine and offline renderer are good at and used for.
I agree completely with racer , i would also resize the texture because the image is huge and the mistakes are more glaring that way , it also seems like it is straight out of the factory also another background would be nice so that the gun doesnt blend in so much , really solid modeling man, would be a shame to have it downtoned by the texture work
The reason why I said I was "disappointed" was because I am a bit of a fan of his older work dating all the way back to mods he worked on in 2002. He made some of my favorite diffuse lit texture sets ever (including that USP in his folio... gorgeous) so I know he can do better.
The critique I make probably comes off sounding harsh to many but that's how I roll. There's no reason to sugar coat things and say "HURR DOESN'T PLAY WELL TO MY EYES" or just "good job looks nice man" since mistakes shouldn't be applauded, instead I'll get straight to the point and tell you what I like and what I see wrong, focusing on the wrong since that's what brings down an otherwise great asset. While I'm glad to see it finished there are things to be improved. I'm not afraid to call em as I see em, and if that makes me sound elitist then so be it. It was never intended to sound like anything more than simple, honest critique.
And if he knew then wouldn't he already be using a realtime renderer?
@Lonewolf, I'm glad to see you around, thanks for addressing my post.
The black grunge isn't awful but is greatly overdone. Just try masking it off in areas so it doesn't look so repetitive. The edge scrapes aren't as big of a deal though keep it in mind for next time. The fire selector is metal but I'm talking about the printed on white and red indicators around it. If the area around it was all grunged up wouldn't the print be too?
As for density yeah prioritizing is cool man, though if you're using a 2048 you probably don't need to since that's a lot of space to work with and everything should look universally crisp.
Again I'd strongly consider using some form of realtime renderer to display game art, since that's going to be how a game engine will see it. Not only that but it takes seconds to get new shots changes instead of minutes to make new renders.
So yeah good to hear you'll make some edits, you know you can send me renders any time.
This thread is amazing... my jaw dropped seeing that last shot (well, it was already slightly open after seeing the first image).
Absolutely incredibly work, unfortunately I'm nowhere near in a position to offer any kind of crit so I'm just gonna sit and stare if ya don't mind! Really inspirational stuff too.
Seeing Racer's crit was awesome too. It's kinda crazy when someone like me looks at the first image and it looks perfect to me, but there's always some little things that make it look that bit better.
Maaaad props, damn this looks good, id love to see some turotials on this, specially how you got it to looks so damn good in lowpoly.
only small thing i can point out is to give the normalmap on the grip a hard plastic like look that is a bit rough, but other than that i cant say anything else than that i had to scrape my jaw off the floor
Actualy after a few fixes i think it looks exelent, god damn, if you take a look at any AAA game out there they dont even reach this level of Quality.
Good job!
thats why he shound not post images this size, you must go Crazy making everything Pixel Perfect when in a normal game you will never see a model this close.
Certainly looking a lot better just a sad shame you never fixed those cage issues on every one of your round objects A little tighter control over your cages will fix that. Other than that (and the spec map being still a bit too shinbey for my tastes) its quite a nice asset.
This looks really good dude. i cant comment on accuracy but aesthetically it Looks like it would definitely meet the standards of a title like MW2. Top stuff.
Thats some great work man. The only thing I have to say is that the "usage" around the firemode switcher looks a bit wierd. Mabey a little more univen or not as clear (you dont switch firemode that often :P )
Replies
Otherwise, looks great.
EDIT, I think its just the Specular, because the normal map looks correct.
Bland materials. The black grunge everywhere is quite overdone and doesn't really make a lot of sense. It's just... everywhere with no rhyme or reason. I'd consider greatly toning it down on the diffuse. The edge scrapes are also placed with no thought, as areas that would never get touched have scrapes yet areas that get damaged easily have no scratches. The plastic looks tbh just like a noisy base with enins scratch brushes on it, and it looks too similar to the existing metal as well. The dirt is a good touch but it should be broken up more and added to more corners and such that couldn't be touched from a simple surface cleaning.
I'd also consider chipping off some of the fire selector paint and magazine text. It only makes sense that they'd be a little worn off when the area around it is all damaged.
The other glaring issue is the texture stretching. There's some huge density issues and if you're using a 4k map like you say you are, then it should be crisp and clear all around. Currently you're not utilizing all the space and thus it looks as if you're using a 1024. The flashhider, magazine clamp, and the front of the pistol grip are particularly nasty areas.
Quite honestly your render scene is carrying it. Offline renderers like Vray are meant for beauty instead of performance, and thus use more complex math for displaying normal maps. The result you get from an offline render is not representative of the result you'd get from a realtime game engine, so you may want to consider using some form of realtime rendering like Xoliul's Max shader, 8monkey Marmoset, or Unreal UDK.
That's all for now. I know you have the skills to make an incredibly awesome texture, so get to it!
Wolf, could you give me your base metal texture? cause i am trying to find a good one, and this one looks great, or somebody knows a good tutorial that helps me creating a base metal texture
oh ffs. Will some 1 slap racer upside the head. I know you mean well, but there are ways to go about giving critique without sounding like an elitest-snob
Way to quote one isolated statement and completely neglect to recognise that racer also gave incredibly detailed feedback which is way more useful than "looks cool man" -whether he's right or not.
Well... in this case, he happens to be correct. Besides the texture stretching (and the stretching across the front of the pistol grip is pretty bad), the physical wear depicted on the finish isn't very accurate at all.
Lonewolf, I don't know if you actually have any real firearms to handle and examine as reference, but if you're interested in having hi-res photos of some of my working guns (not the safe queens) to get a better idea of wear patterns and the way the finishes start to degrade under use, just IM me and I'll break out my wife's DSLR.
Same offer goes for anybody on this board that does weapons modeling.
I agree, I just think racer summed up most the things i would say anyway and didn't want to add on an empty "i agree fix it" post
thanx for the crit dude,
the black grunge, for sore reason i liked it so ill keep it
the edge scraping, i usually hate to use any even on gun, its just a personal reference, but youre right i did places the ones i did in the "wrong places" but i dont think its imported, it doesnt mean it cant look realistic
i think the fire selector is plastic too but im not sure :P
for the density issue, when i make weapon like that i give the parts u see from the FPV the bigger part of the texture and the rest gets smaller space
however i didnt see the grip stretch until u guys mentioned it, the magazine clamp got pretty small space cause it was the last part and i forgot about it lol, was too lazy to rearange the uvs when i found out how it looks
the reflection map made it too shiny i guess, ill try play with it some more
youre right it was rushed, ill put more time in it and fix some stuff but there wont be a dramatic change
the reason i used the 4k map is to get a high res render, it should look the same with 2k and half a sized render
thanx for the crits, its very good
:thumbup:
i gave the bigger pace to the inside and the out side is stretched and small
bah, need to fix asap :P
thanx for the feedback guys
that looks great !
I was referring to his entire reply, not just that one statement, I didnt feel it was necessary to quote the whole thing. I know there was some good feedback but the way some things were worded it read a lot like; 'I am better and superior to you'. I can't believe that I'm the only one who sees or feels this way.
such as using loaded words or phrases such as: I'm rather disappointed, bland materials. Glaring issues, particularly nasty. and then he goes off to give lonewolf a lesson in rendering 101. When I'm sure lonewolf knows the difference between what a game engine and offline renderer are good at and used for.
I agree completely with racer , i would also resize the texture because the image is huge and the mistakes are more glaring that way , it also seems like it is straight out of the factory also another background would be nice so that the gun doesnt blend in so much , really solid modeling man, would be a shame to have it downtoned by the texture work
thats nice but would you care to comment on my argument.
The reason why I said I was "disappointed" was because I am a bit of a fan of his older work dating all the way back to mods he worked on in 2002. He made some of my favorite diffuse lit texture sets ever (including that USP in his folio... gorgeous) so I know he can do better.
The critique I make probably comes off sounding harsh to many but that's how I roll. There's no reason to sugar coat things and say "HURR DOESN'T PLAY WELL TO MY EYES" or just "good job looks nice man" since mistakes shouldn't be applauded, instead I'll get straight to the point and tell you what I like and what I see wrong, focusing on the wrong since that's what brings down an otherwise great asset. While I'm glad to see it finished there are things to be improved. I'm not afraid to call em as I see em, and if that makes me sound elitist then so be it. It was never intended to sound like anything more than simple, honest critique.
And if he knew then wouldn't he already be using a realtime renderer?
@Lonewolf, I'm glad to see you around, thanks for addressing my post.
The black grunge isn't awful but is greatly overdone. Just try masking it off in areas so it doesn't look so repetitive. The edge scrapes aren't as big of a deal though keep it in mind for next time. The fire selector is metal but I'm talking about the printed on white and red indicators around it. If the area around it was all grunged up wouldn't the print be too?
As for density yeah prioritizing is cool man, though if you're using a 2048 you probably don't need to since that's a lot of space to work with and everything should look universally crisp.
Again I'd strongly consider using some form of realtime renderer to display game art, since that's going to be how a game engine will see it. Not only that but it takes seconds to get new shots changes instead of minutes to make new renders.
So yeah good to hear you'll make some edits, you know you can send me renders any time.
fixed few things, no dramatic changes
ill prob work on it some more later on
Absolutely incredibly work, unfortunately I'm nowhere near in a position to offer any kind of crit so I'm just gonna sit and stare if ya don't mind! Really inspirational stuff too.
Seeing Racer's crit was awesome too. It's kinda crazy when someone like me looks at the first image and it looks perfect to me, but there's always some little things that make it look that bit better.
only small thing i can point out is to give the normalmap on the grip a hard plastic like look that is a bit rough, but other than that i cant say anything else than that i had to scrape my jaw off the floor
Good job!
1. The muzzle, some bad stretching, or something there, and being the first thing my eyes see, sort of ruins the rest of the model.
2. Some of the scratches seem too uniform, especially around the grip.
Thats all man.
and ill make more renders later too
Aren't 13k tris a bit high for a game model though?
and what kind of lighting did you use?
Also what texture size did you use?
His WiP Thread
Wires are on page 3 or 4 I believe.
Edit: Also, nice work btw, didn't realize I hadn't actually commented on the model yet.
heres a real time shader test, i think im gonna play some more with the maps though
thanx for the feedback again guys
thats all i have to say...unfortunately :P
heres another pass... ya need to move it around to see the materials, ill post more screenshots later
yeahhhh theres a couple of unfortunate seams