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Kord Heavy Machine Gun (WIP)

polycounter lvl 5
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ftsmith polycounter lvl 5
Hello everyone. This is a project that I've been working on for a while and with the low poly just more or less finished, I got it to a point where it feels right to post it for feedback. Besides the missing nuts and bolts I hope I'm within the margin of error for the proportions and placement of some of these pieces. If anyone has some tips or critiques I'm all ears.

Also I know it's kind of far away but if anyone has any good ideas on what I should do for the material just so everything isn't all black I'm open to ideas.









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  • ftsmith
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    ftsmith polycounter lvl 5
    Another update for the Kord. Just ignore the post time between this one and the previous one. I just finished baking and I think they came out pretty good minus a couple of AO issues. I can FINALLY start texturing, but seeing how this gun is mostly all black I was wondering if anyone has some tips to make it look interesting despite the color? If anyone got some tips, questions, or critique I'm all ears.


  • Zi0
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    Zi0 polycounter
    So far so good, my only feedback would be that the rubber on the scope looks a bit too static shape wise, could be a bit more organic.
  • ftsmith
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    ftsmith polycounter lvl 5
    Ok thanks. I'll try messing around with the shape
  • ftsmith
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    ftsmith polycounter lvl 5
    Another update. I just finished the base materials and wanted to get feedback on it. I think I went too ham on the wear and tear, so I want other people's opinions. I noticed a lot of minor model errors when texturing so I have to go back and fix those things before I move on to the secondary details. I'm also going to revisit the high poly and give it some more love so that I don't have to rely on Painter for normal details. As of right now some of the edges look pretty sharp and some details will look better bake downed. 


  • ftsmith
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    ftsmith polycounter lvl 5
    Actually the more I look at this the more it seems my gunmetal material is fucked up. Does anyone know any good material breakdowns or tutorials?
  • teodar23
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    teodar23 polycounter
    It doesnt look that bad, its just that its very repetitive and not very interesting. Try to do a few materials, even if its basically a duplicate of your gunmetal but with slight hue or roughness tweak and assign to various parts so that it breaks up the monotony.
  • switz
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    switz polycounter lvl 10
    Did you bake your AO, Curvature, Position and Thickness maps? I doesn't look like your smart material is utilizing those channels.
  • KAE
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    KAE polygon
    Maybe too late for such a comment, but you can consider this for your next projects. It is always advisable to use larger bevels in your high poly mesh, even if the real model has is too sharp edges. This way the model will look better and the viewer can read these bevels on greater distances.
    Another thing is, that you have blue and red spots almost everywhere in your metal textures (except the scope), which is not realistic. Those effects can only be seen afaik around the muzzle and the bolt area or ejection port (if the weapon is too old and used)
  • ftsmith
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    ftsmith polycounter lvl 5
    teodar23- yeah I knew one of the big challenges I had for this project was making all the black material look interesting. I'll try to come up with some ideas on how to make it look more interesting.

    switz - I did bake all those maps, but it could be possible I'm not utilizing them in the best possible way. I just used it for the dirt and metal edge wear generator. Are there any other uses for those maps besides generators?

    KAE - Yeah I have a bad habit of being conservative for my bevels. I was going to revisit my high poly any way so it's a good opportunity to revisit some stuff. Was there a specific part that pointed out the most to you? Also for the red/blue hues were from some parts based off the reference, but I should probably tone it down if its that noticeable.

    Thanks for the feedback everyone. I'll make sure to take it in consideration when I go back and fix some stuff.
  • Zi0
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    Zi0 polycounter
    It looks like you have one gun metal that is on 80% of the parts, the whole gun and tripod is one material which I don't think is very interesting to look at. The materials them self look very cloudy and washed out. Take a look at the picture below


    Its a FN MAG, look at the barrel, receiver and gas tube. The gas tube is black and glossy while the barrels is gray and flat, the receiver has some height information to it, the part that the barrel connects to is glossy again which creates a nice contrast with the flat barrel. Try to build a library of close up weapon pictures and study different materials.

    The model itself looks good so if you just take your time to study materials and texture it nicely then this can become a awesome portfolio piece. You can even make a cool little battle scene out of the KORD by adding a couple of sandbags and spare ammo boxes and make it look like a cool little battle scene :) 

    Good luck!
  • ftsmith
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    ftsmith polycounter lvl 5
    Thanks for the example. Texturing and Material identification is something I always struggled with. And I have always been a slacker when it came to studying, but if its to make this piece look a lot better I'll start to take it more seriously. 

    Having a battle diorama thing was something I wanted to do eventually, so I'm glad it's the right call to make. Thanks again for the tips.

  • ftsmith
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    ftsmith polycounter lvl 5
    Another long overdue update. I updated the highpoly a little bit to have better bakes and changed up the material to make things more interesting. Its looking a lot better than last time and I want to see if I'm heading in the right direction. Im still struggling a little on colorization, but I'm slowly refining it to a point I like. After messing with the base materials some more, hopefully, soon I can start on some finer details such as decals and texts.


  • Zi0
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    Zi0 polycounter
    A bit better bit still a way to go, materials feel like random grunge a cloudiness. I think you need to practice materials more, look at stuff made by others and try to hit the same quality level, take a look at stuff that RYZIN has posted a while ago.


    If you wonder how to do such things then maybe do a tutorial or two? There are great weapon texturing tutorials out there like this one https://www.artstation.com/artwork/lVy0bV and more.

  • ftsmith
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    ftsmith polycounter lvl 5
    I took your advice and really looked at RYZIN stuff (thanks for the advice btw). More specifically the ones that are mostly one color like mine. I see what you mean by "random grunge of cloudiness" and tried to make it less noisy. I just focused on the main gun part material for now and re-evaluated what is necessary. I would like some feedback to see if it's still too much going on. Once I get this material just right I can use it as a reference point for all the others.

  • Zi0
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    Zi0 polycounter
    Looks way better :) now its a more believable material.



    When it comes to these kind of scratches you need to think if their placement makes sens, currently its on a surface that is surrounded by stuff that's sticking out so its seems unlikely that this part would get a scratch. Study pictures of machine guns in order to get the hang of this like the PKM below:



    When you are learning how to texture weapons its important to gather a lot of references, its hard do find good pictures of a KORD but its way easier to find stuff on weapons that are from similar materials, for instance the PKM.


    And youtube is also filled with high quality videos that you can use as reference


    I think that you are on the right track but you can push it more :)

    Good luck!
  • ftsmith
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    ftsmith polycounter lvl 5
    Thank you so much for taking the time to write things out and give examples. You are definitely carrying this project
  • ftsmith
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    ftsmith polycounter lvl 5
    Another update on the materials. I pretty much finished the main materials and major details and can now focus on minor details like welding and scratches. I set up a quick scene in marmoset 4, but it may not be the most optimal or has the best lighting. Lighting metal is something I always struggled with. Something i got to work on in the future. 
     

  • ftsmith
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    ftsmith polycounter lvl 5
    Hello again. I think I finished with texturing the gun fully and did some full renders. I feel like I got the best shots possible but I may be missing an angle or two. Now to work on some additional models for the gun like bullets and an ammo case. Before I move on, I wanted to get some feedback on my renders and textures. 


  • Zi0
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    Zi0 polycounter
    Hey man, nice work!


     Take a look at where you were and what progress you have made! Your materials separate and read way better then before, the whole weapon is more interesting to looking. I do have some additional feedback tho.



    The rubber looks more metal then rubber, the brown handles need bit more vibrancy. Other then that the edge wear on the tripod is way too procedural, the way it outlines the whole model looks very fake.

    Good luck man!
  • Torch
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    Torch interpolator
    I like it, looks like a Simon Fuchs model :D
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