Hi! Here is the last model, a handpainted practice to enhance my skills.The model was provided by VSquad School. Take a look in Artstation and if you can give me a like i'll be grateful. Thanks!
What does the texture sheet look like? Is it just the color map or are there other maps? What texture resolution?
I feel like there could be more material differentiation, wood vs leather vs metal. Right now they all have similar shading detail. But you could push the wood cracks & knots, vs. leather wrinkles & edges, vs. metal dings & glints. That could really push this over the edge into star territory!
I would highly recommend trying a 256 resolution, you can do a heck of a lot detail wise if you learn how to mirror and reuse uvs, along with straightening uvs to reduce aliasing jaggies. It also helps get very crisp output. The knowledge then scales up rather nicely to higher resolution work.
Even without editing the UVs you could push the texture quality a lot further I think. You could downscale the texture to 512 with nearest neighbor (sometimes called Point filtering), then add some more highlights and details. The materials you have right now could be a lot sharper and more representative. It's worth it to dig in further and really push this!
Replies
I feel like there could be more material differentiation, wood vs leather vs metal. Right now they all have similar shading detail. But you could push the wood cracks & knots, vs. leather wrinkles & edges, vs. metal dings & glints. That could really push this over the edge into star territory!
http://wiki.polycount.com/wiki/TexturingTutorials#Painting_Stylistic_Textures