@sltrOlsson
now that you say that it does look like plastic, I'll try and work on that. Do you think that it might be that I made the specular highlights too sharp? or just not enough variation in lights and darks?
as for the direction here is what I'm trying to achieve
@nordahl154
Thanks for the paintover and beautifull handwriting ;p, ill go back and correct these
Im curious. How did you approach modeling the coiled wire running from the sight (I am guessing spline with some modifiers but not certain). Also would it be possible to post larger versions of your flats?
yes sort of, I first made a helix spline and set the number of rotations and length and stuff to be correct, then I selected view in view port then converted to poly. Then I made another spline in the path of the wire and did a path deform and set the correct values there.
Nope, i'm sorry but it doesn't. You got no variation what so ever in the texture. The scratches are just everywhere without any thought behind them. And they don't really look like scratches neither.
Same goes for the plastic parts. I think your gloss is to high on the metal parts to.
Replies
I cut down the texture to 1024 and it seems to hold up nice,I always seem to make textures too big:\
also here is a better wireframe
Which edges were you referring to? was it the area with the indent near the butt stock?
What have you thought of doing with this? Any particular directions you'r taking this?
(Messy handwriting from lack of recent practice :poly136:)
I used 3ds max 2010
@sltrOlsson
now that you say that it does look like plastic, I'll try and work on that. Do you think that it might be that I made the specular highlights too sharp? or just not enough variation in lights and darks?
as for the direction here is what I'm trying to achieve
@nordahl154
Thanks for the paintover and beautifull handwriting ;p, ill go back and correct these
http://www.polycount.com/forum/showthread.php?t=77073
Feel free to use mine as reference, just don't steal anything :poly124:
Okay, I guess it really is a bit round on the edges on the butt. :poly122:
haha thanks
@Perfectblue
yes sort of, I first made a helix spline and set the number of rotations and length and stuff to be correct, then I selected view in view port then converted to poly. Then I made another spline in the path of the wire and did a path deform and set the correct values there.
and just for you some larger flats
diffuse
Normal
Specular
@sltrOlsson
How is this? looking more like metal?
Same goes for the plastic parts. I think your gloss is to high on the metal parts to.
Mr.Racer445 just posted a brand new article/tutorial about exactly this. It's over at NGHS: http://www.nextgenhardsurface.com/index.php?pageid=racer445
It looks like you have some artifacts on you normalmap to..
Here is an update, better?