Hey PC.
I worked on this a while back. But wanted to return and make it game res- since I don't have much experience with creating game art.
I need to sharpen up my texturing skill so I'll make some small simple props, then move into some guns and vehicles once I get a better grasp on things. Hope you guys can help me take my texturing and game res skills to higher levels!
Here is the Reference:
And my Highpoly Model... I might do a damage pass with some dents in it. What do you guys think?
Wires:
Replies
Decent tuts for texturing
http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing
Here is an update with the low poly:
Not sure what to do for capping off those side edges properly.
260 Tris.
Normal bake -3ds max
Render -marmoset
While your UV unwrap isn't bad, I think the space could be utilized better, but that just comes with practice :P
I personally use 3ds Max and Xnormal. While Xnormal has a funky UI to get used to, it's an awesome tool with lots of options (and continually being developed on).
For the texture, I concur that an AO pass is needed. I assume that a spec map is not yet applied too, which would help bring out some of the details. If it is applied, you need to work on creating that strong highlight on plastic and less of a diffused glow.
Your high poly looks very well done and clean. The low poly looks great though for someone who's learning. Hope some of this helps!