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Revolver

polycounter lvl 8
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cappo polycounter lvl 8
Hi!
My first post here on Polycount. Just wanted to show one of my models I recenlty made. Any crits and comments would be appreciated.

This is colt saa with 1532 triangles and 2048x2048 diffuse, specular, normal.
74168465.jpg

high poly
coltshp.jpg

added some max viewport shots, and i forgot to mention that i used Xoliul's viewport shader
53254401.jpg
23518559.jpg

Replies

  • PredatorGSR
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    PredatorGSR polycounter lvl 14
    Cool gun. 2 things stand out to me. Your wood grain isn't going in the right direction. Check out this image.
    Colt_SAA.jpg

    I would also recommend adding some variation into the spec map, and adding a reflection map in order to sell the metal. Right now the gold design is hiding it for the most part, but I bet if you turned off that layer your gun metal would look pretty bland and not feel like metal.
  • zxcman
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    zxcman polycounter lvl 10
    The Metal is good. but I think that it needs some contrast adjustment.
    The only thing that makes me sad is wood material. Maybe it worth trying to add a colored specular and removing noise from the texture?
  • cappo
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    cappo polycounter lvl 8
    Thanks for critics.
    Yes I agree about spec map it looks monotone. For relfections I tried to use cubemap but it didnt gave me result I expected. Handle also needs to be improved.
  • n88tr
    the wood looks like a tape wrapped around the form, not at all lifelike imo

    the engravings are an awesome detail and give it a lot of character
  • PatrickL
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    PatrickL polycounter lvl 9
    Your wood is going horizontally, which seems odd. (I'll wait for the joke on that one!) Run it vertically, and give it a bit more contrast, possibly some burning of the edges. Do that, and it'll look golden!

    Just curious though, how did you do your metal design? It looks ace.
  • Kitteh
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    Kitteh polycounter lvl 18
    Too late for model criticisms, but everything except the cylinder, barrel, and the cup behind the cylinder are way too thin. Really looks silly because of that.

    pix969885359.jpg
    pix969885546.jpg
    pix969885484.jpg
    pix969884609.jpg
    pix969884609.jpg
    pix969885421.jpg
  • cappo
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    cappo polycounter lvl 8
    Thanks for comments.

    to n88tr: yes i will definetly change wood texture.

    to PatrickL: Thanks! Hmmm well for metal, most credit I give to shader, but also I would recommend to keep spec map balanced. Though I am not expert, use reference and you will get the result you want.

    to Kitteh: What can I say, In future will try to be more carefull at modeling.
    I mostly used 2 or 3 images for reference where these parts you listed were poorly seen.
  • cappo
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    cappo polycounter lvl 8
    New grip. Improved wood texture and specular map.

    newgrip.jpg
  • Bumper
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    Bumper polycounter lvl 9
    cappo wrote: »
    Thanks for comments.

    to n88tr: yes i will definetly change wood texture.

    to PatrickL: Thanks! Hmmm well for metal, most credit I give to shader, but also I would recommend to keep spec map balanced. Though I am not expert, use reference and you will get the result you want.

    to Kitteh: What can I say, In future will try to be more carefull at modeling.
    I mostly used 2 or 3 images for reference where these parts you listed were poorly seen.



    Hey Cappo - I concur on some of the points regarding thickness of a few parts, but nothing about that gun is silly. Looks pretty hot to me. Excellent gold scrimshaw.
  • n88tr
    the checkered patten hides the wood but it looks a ton better
  • cappo
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    cappo polycounter lvl 8
    Thanks a lot!
    I still need to work on spec map, and add some scrapes, also will try reflection map.
  • premium
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    premium polycounter lvl 13
    I have seen this revolver before... hmm let me think... Hey wait a minute! I know you :)
    The new grip looks better indeed. :)
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