Thompson SMG - low poly hero wield weapon - in the process of texturing and fitting with alternative mags and fittings - self imposed budget 3k with 1024 texture sheets.
This is realy an excercise in reminding myself what non Normaled/sculpted, traditional low poly with texturing can achieve. Just wanted to refamiliarise myself with the old processes before I go back to ZBrush workflow.
C and C welcome.
Replies
Texture wise I'm not so sure though. Metal can put more work on it, somehow it looks like a brushed metal which is not in the real thompson. Put more "smart" scratches and dirt layer to make it looks finished. For the barrel are you sure it suppose to looks that shiny?..I haven't look on much reference of thompson but didn't saw anything that shiny. It looks nice though but it's just not "real" enough. I guess because your spec didn't give much impact to the whole model to define the material characteristics.
Woods generally good, just tone down the highlight at the woodstock at the back.
Hope it helps!
_Revel
Your absolutely right about more polies on the handgrips - been worrying me for a while now but Ive been texturing mostly and it keeps slipping my mind - keep reminding me please.
The over worries I think may be cleared up by my main reference pic. It was a big problem getting decent all round refs for the Gun I wanted to make so Ive had to mix and match some features and details - hope thats not making Mr Thompson turn in his grave too much.
Your mention of the stock wood texture is well noted - after the second pass of the diffuse texture Ill be trying to remove any 'outisde' lighting and consolodating the magazine textures with the gun textures ( youll see this is problem soon ). To this end Id love suggestions about how to best match up different photo referenced textures and how to remove artifacts like lighting etc. Ive muddled through for now with using PS to adjust colour balance etc. But would prefer a more professional approach.
Crits and comments most welcome in the approaching battle with textures.