Hello
I am new on polycount, and it is my first thread
I working since 5 year in the cg industry but more in fx
we pass at the realtime with unity and its a first training
just a old design of a steampunk gun,but more 1900 and art nouveau style

I started the highpoly and I am happy with the general shape and look
but some details are missing

thanks for reading an sorry for the faults , I not confortable with english
update

Replies
yet a little more details and almost ready to bring into Zbrush
and the opening system
the barrel don't turn and the shell are use all at the same time
for my its time to bring in zbrush
thanks for viewing
Can you post some wires?
the piece upper the main body is crappy ,I need to reshape it before Zbrush
the images should be online now
I fight with this images uploader
thanks
wire
When you get it on Zbrush you may want to collapse it in subtools by groups. that way you will not have troubles with densities.
A progress on my gun
I make the baking but some little issue remains
and I start the texure ,I am happy with the wood and the metal
viewed in unity
it realy need a secular color map in it shader presets
Also the brass bits might look cool with some engravings, they're a bit bland at the moment.
I double what is said here, desaturate the brass some, possibly the green and the wood as well.
What other people mentioned is true as well. You should work on the color balance and be a little less heavy-handed with the normal map.
@jmt
In fact ,the shell are not moving parts ,its just a 3 liquid mix in a chamber
the shell are not aligned with the barrel and the rear part is a comprimed air tank
the air push three liquid into the chamber
I agree that system look like too much to a classic revolver system
I tried a other thing for my render ,unity presets shaders isnt great for presentation
viewport grab 3dsmax with xoliul shader
If positive the specular needs to drop.
If it is supposed to be vernished, then drop the normal's details a bit.
after learn a lot about baking(thanks to polycounters) ,i decide to rework this one
new high poly , optimize my low and my uv's and a new bake
no spec yet ,just start the diffuse (very wip)
thanks for viewing
It looks like you might have some hard normals on the finger guard?
some minor update on texture ,not work yet on wood and fight with the brass
i have some issue on my model ,I cant find where come from
the issues
and some render
its appears only in marmost ,very weird
some texture update