nice dude. super nice. wood material is reading pretty well. how damage are you planning to go on this? itd be nice to kinda see a clean version of a gun for once.
Well I dunno lol I just keep messing around with the textures until it looks good to me :poly142:
The wood is entirely hand-painted, though.
WIP maps if you guys wanna take a looksie
The wood diffuse is great but that spec just seems to bring it to life. Such great surface quality. Do you use any custom PS brushes? How long would you say you spent on the wood alone? I really like the stock as well, where the coating is worn off on top. Just high quality stuff, and thanks for letting us take a look at your maps!
Sticking fingerprints in the Spec is a neat idea, I haven't seen that before, but it's barely visible on your model, and they seem somewhat randomly scattered about. Adding it to the gloss as well (or vice versa?) and boosting it's prominence might help a bit.
the most important thing to address right now are your base materials. at the moment they all look pretty much the same because, as you can see in your texture sheets, your spec and gloss have pretty much no tonal variation. since you're using a gloss map, tonal separation is extra important.
i think what's happened here is because of this, to make a worn looking weapon you've added lots of messy little shapes instead of just really pushing your simple shapes and materials. one particular example of this is your wood material--where instead of making a nice wood material and then fading the crap out of the edges, and adding a few nice chunky scratches or whatever to the coating, you just added a bunch of random scratch shapes which completely obscure the highlight. it's disjointed if anything.
also because of this, your details are blending in. i've told you this before; details should be brighter in the spec and darkened in the gloss for maximum effect. it's not realistic but it makes them stand out.
so yeah, to make a worn item is not to add more stuff, but taking your existing materials and pushing them a lot. i'd strongly consider cleaning it up and focusing on edge wear, especially on the wood. bringing out the soft edges on the metal will help a lot too.
Very kind of you to share you brushes. Much appreciated. Also I wouldn't pay attention to anything that Racer guy says. I'm pretty sure he's new around here and doesn't know what he's talkin about :poly124:
Very kind of you to share you brushes. Much appreciated. Also I wouldn't pay attention to anything that Racer guy says. I'm pretty sure he's new around here and doesn't know what he's talkin about :poly124:
Racer is great artist! He has awesome tutorials, and his work is amazing!
Very kind of you to share you brushes. Much appreciated. Also I wouldn't pay attention to anything that Racer guy says. I'm pretty sure he's new around here and doesn't know what he's talkin about :poly124:
I appreciate the fact he takes time to criticize my work when there is a lot of room for improvement. As much as I like positive feedback as well, it won't help me improve as an artist
I appreciate the fact he takes time to criticize my work when there is a lot of room for improvement. As much as I like positive feedback as well, it won't help me improve as an artist
Yeah, I've learned a lot from Racer's videos and if I actually had anything to post on PC I'd appreciate every bit of criticism I got. (And yes it was sarcasm, sorry for the confusion)
As much as I understand Racer`s point`s bud.The fact is.."That`s your skinning style".
I`d much rather see "your own"(take on a skin)..tbh..
It`s all well and good following tut`s by other artist`s,but you CANNOT BEAT individuality...Ie..If everyone skinned like racer,It would become a tad boring.(No offence intended Racer)but I`m sure you understand my point...No, his textures aren`t perfect(who`s are?).but they have millenia written all over them and that`s my point.
Loving the skin M..Fault`s and all;)
are you planning on releasing a gun pack for cs:go or something? I think your guns look much better than the valve guns, and I'd much rather play with them
looking very slick man Did you have to do a custom reload animation? or are you using a pre existing one? The wood doesn't have quite the finish as it did before, but i am sure you are aware of this.
Replies
Nice job.
It's just literally default scanline renderer with skylight, light tracer, one omni and simple mats. Doesn't get much simpler than that!
Well, I like to mod several games and when I have something I can use across many of them, why not :poly142:
Especially as I rarely bother to model something from scratch!
Can you post a wireframe of your low poly?
=D
Looking forward to seeing how you will texture this, wish you would do something else than a AK though.
The latest shot is in Marmoset, the previous one is in Max (3p shader).
Well I dunno lol I just keep messing around with the textures until it looks good to me :poly142:
The wood is entirely hand-painted, though.
Thanks Jessica
WIP maps if you guys wanna take a looksie
The wood diffuse is great but that spec just seems to bring it to life. Such great surface quality. Do you use any custom PS brushes? How long would you say you spent on the wood alone? I really like the stock as well, where the coating is worn off on top. Just high quality stuff, and thanks for letting us take a look at your maps!
Overall, great work!
And a thanks for posting the texture sheets ^^
i think what's happened here is because of this, to make a worn looking weapon you've added lots of messy little shapes instead of just really pushing your simple shapes and materials. one particular example of this is your wood material--where instead of making a nice wood material and then fading the crap out of the edges, and adding a few nice chunky scratches or whatever to the coating, you just added a bunch of random scratch shapes which completely obscure the highlight. it's disjointed if anything.
also because of this, your details are blending in. i've told you this before; details should be brighter in the spec and darkened in the gloss for maximum effect. it's not realistic but it makes them stand out.
so yeah, to make a worn item is not to add more stuff, but taking your existing materials and pushing them a lot. i'd strongly consider cleaning it up and focusing on edge wear, especially on the wood. bringing out the soft edges on the metal will help a lot too.
I appreciate the fact he takes time to criticize my work when there is a lot of room for improvement. As much as I like positive feedback as well, it won't help me improve as an artist
Yeah, I've learned a lot from Racer's videos and if I actually had anything to post on PC I'd appreciate every bit of criticism I got. (And yes it was sarcasm, sorry for the confusion)
I`d much rather see "your own"(take on a skin)..tbh..
It`s all well and good following tut`s by other artist`s,but you CANNOT BEAT individuality...Ie..If everyone skinned like racer,It would become a tad boring.(No offence intended Racer)but I`m sure you understand my point...No, his textures aren`t perfect(who`s are?).but they have millenia written all over them and that`s my point.
Loving the skin M..Fault`s and all;)