damn cool robot- The grey metal could use some love. you really nailed the worn look, but the metal still has no life due to its lack of saturation. Getting some hue variation in there would take that piece a lot further.
generally there is discoloration that accompanies chips/scratches via. rust/dirt accumulation
Also, I feel like the number one thing I gripe about on these forms, is people using 100% desaturated values in their textures. A good way to break free from this is to think in terms of warm and cool. Going one step further and applying that do your darks and lights can really make a texture pop.
n88tr > there are some mistakes that i made making the SCAR; i would make some things different now but we all learn on our mistakes
Here u are. BTW: these are all portfolio pieces so the polycount isnt so resonable - i know that ive seen guns from MW 3 and homecoming and all of the tricks they used to safe lot of space on UV and geometry.
thank u all for c&c! ErichWK > unfortunately i dont have the files from that model anymore because its pretty old stuff and it just got lost from my hard drive. But i can show u an artwork, which was made based on that model and u can check it out here : http://pawelturalski.cgsociety.org/gallery/915305/
BanishedFox > 2x2k - one for body, second one for scope and flashlight
oh god i really like that one wip you posted i think it has really slick lines and sexy shapes goin xD did you end up trying the camo pattern on the other guy? keep the good work
Sick! One thing I noticed on the SCAR, the AO seems very weak or non existent in certain places. Make sure to have it in places where object meets object. Lacking AO makes it looks fake, even toylike. Otherwise, :thumbup::thumbup::thumbup:
Really liking your work man, there's a very slick quality to your smooth shapes, especially in the wip shot, and the gun texture is just plain nice.
The only thing that bothers me in these shots is the slightly blobby limbs on the robot, which I think is largely due to the simplistic way the different sections meet at the joints. Just something to consider for future concepts, the rest you've got no problem with.
Replies
Azkur > i think its a great idea; gotta try it
Sparkwire > too late to fix it
Also, I feel like the number one thing I gripe about on these forms, is people using 100% desaturated values in their textures. A good way to break free from this is to think in terms of warm and cool. Going one step further and applying that do your darks and lights can really make a texture pop.
awesome concept, and even better execution. its got some interesting mechanical details and the textures look awesome.
HP:
By pawelekturalski at 2011-12-15
LP:
By pawelekturalski at 2011-12-15
Here u are. BTW: these are all portfolio pieces so the polycount isnt so resonable - i know that ive seen guns from MW 3 and homecoming and all of the tricks they used to safe lot of space on UV and geometry.
By pawelekturalski at 2011-12-15
By pawelekturalski at 2011-12-15
By pawelekturalski at 2011-12-15
By pawelekturalski at 2011-12-15
And a bonus
By pawelekturalski at 2011-12-15
might i suggest a low-to-low AO bake for the SCAR? the tape and mags are eerily lacking shadows, in my opinion. great modeling work, though!
By pawelekturalski at 2011-12-17
Would be interested to know what texture size you've done for the scar?
ErichWK > unfortunately i dont have the files from that model anymore because its pretty old stuff and it just got lost from my hard drive. But i can show u an artwork, which was made based on that model and u can check it out here : http://pawelturalski.cgsociety.org/gallery/915305/
BanishedFox > 2x2k - one for body, second one for scope and flashlight
The only thing that bothers me in these shots is the slightly blobby limbs on the robot, which I think is largely due to the simplistic way the different sections meet at the joints. Just something to consider for future concepts, the rest you've got no problem with.
ZacD>> can u please give me some tips how? I would appreciate it a lot my friend