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.50 Cal WIP

Hey folks this is my first thread and I am hoping you all enjoy my posts. All critiques and suggestions are welcome.

50Cal_Display.jpg


50Cal_WireDisplay.jpg

This is still a WIP, but im working on getting a better Normal Map so I can finally start texturing this beast. Then to get it into UDK later. Stay tuned for Hi render next...

Replies

  • JohnnyCrespo
    50Cal_Render1.jpg

    Hello, Here is a quick update on a texture render of my 50. I am working on redoing the textures and getting spec and other issues fixed. Please do leave some feedback if you have it.

    Thanks!
  • percydaman
    your texturing of the large parts, ie the barrel and tripod are needlessly noisy IMO. They really just wouldn't look like that.mu1946__2.jpg

    I'd stick to a pretty homogenous looking colormap and use more of the noisy values in the spec map.
  • JohnnyCrespo
    Hey percydaman:

    Thanks, I totally agree, and I will post my new maps and beauty shots as soon as I can.
    LOL, I acually have this ref pic in my files, dont know why I didnt stick to a cleaner palette.
  • JohnnyCrespo
    Just wanted to show and update of my low, before I put its new texture on. Subtle changes here and there, but over all happy with how its all coming together...

    LowPoly50_New.jpg
  • camza
    You need to work on your presentation a little. Firstly, ditch the black background. It's impossible to see where the gun ends and the background begins, switch it out with a medium grey instead. Secondly, give us a little more to work with. Post some higher res wireframe shots, don't worry about rendering it out, straight viewport grabs will do.

    You haven't gotten many critiques because you haven't really given us anything to critique. Give us something to work with and you'll find a lot more feedback coming in.
  • JohnnyCrespo
    Its been a long time since my last update. But here you go. Making a nice couple of scenes to place this weapon in, stay tuned!

    50_cal_02_by_raider24-d4q3s3q.jpg

    50_cal_01_by_raider24-d4q3rxq.jpg
  • fabio brasilien
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    fabio brasilien polycounter lvl 11
    I personaly Like clean shots. Like all those random text there. Leave just Your name, the spec (polys and textures info) and if you want your speciality and the softwares used.
    But for WIP shots, just your name or some way to contact you is enough (in case someone download your image and want to find out who made it)
    Comparing your reference with your weapon the first thing that pops out is those holes that are too big.
    Also are you using normal map? Didn´t see any information about it or the textures used.
  • JohnnyCrespo
    Hey Fabio,
    Thanks for commenting. I agree that in most cases the "random text" should be left out but I felt that I would have too much empty space in my image because of the shapes of my renders. As for the "holes", there are many types of Heat Shields and this is more of what I was going for in my model:

    US_Navy_021014-N-6817C-004_.50_caliber_machine_gun_maintenance_on_board_ship.jpg

    Im glad you stopped by :D. I will take your advice about leaving my Name, Skills, and contact info though. Cheers!
  • JohnnyCrespo
    Its been quite some time but here is the latest of my . 50 MG. Have been doing lots of updates and fixing my portfolio. Hope you like it... thanks for stopping by.

    8345196_orig.jpg

    2516556_orig.jpg

    2257371_orig.jpg

    8080806_orig.jpg
  • Cube Republic
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    Cube Republic polycounter lvl 12
    Nice model, I'm not sure about the shell cases flying out when the guns not actually being fired. I'd probably be more inclined to make a bigger pile of amo-belt to add more depth and detail.
  • RobeOmega
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    RobeOmega polycounter lvl 10
    Show the textures?
  • mr_ace
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    mr_ace polycounter lvl 9
    i don't think the texture and lighting is doing a good job of defining the material as metal. The texture should be darker, and rely more on specular shine to make it look metallic and show its scratches etc. The lighting looks too even and skylight esque, you should reduce that and put in a more intense light source to give it more form and to create the specular highlights it needs.

    The high poly looks nice
  • JohnnyCrespo
    @mr_ace, thanks a lot. I def agree with you on all you pointed out. I do realize looking at it again that those are important changes, I'll adjust those fixes in the near future. Im still kinda weak on my lighting but I know I can improve quickly. Thanks again for your guys' inputs!
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