he's modeled a real gun and is giving it the same name as the real thing (albeit the wrong name, but we know what he was going for.) there's nothing futuristic about it. to make a real item like this, title it the same as the real thing, and say you weren't going for accuracy is just an excuse to ignore criticism.
Sorry, but the topology is a total mess. I would start from scratch and keep in mind what "game" it is for and what level of detail do you really need. You can move quite some of the smaller details to the normal map. I would really suggest to watch the tutorial and then redo the item.
Wow, this is amazing. Great choice of item. Its like a musket had sex with a shotgun and birthed a mutant life-ruiner. Cant wait to see the bake! The back of the grip looks kinda like dragon-skin (the kevlar body armour that they are developing atm) Looks really "mean", youve nailed the concept.
Yeah I've noticed that. Asset packs sell better than single items. Thanks for the tip. it's mainly quality I'm concerned over. It was always a matter of 'does this look good enough?' could you expand on last part? Idea of how artists should value their talent? Nice PP btw.
Thanks! I'll have to go check out how to import these so I'll hit up the tut page. Still working on the shield concept at the mo! Thanks, Keen! Gotta keep trucking if I want all of it done. I would like to do a couple more items for the contest if there's time.
At the moment this is a very boxy item, not sure if anyones mentioned it but chamfering those edges down a bit would be my firs start. A handle would never be square. Just repeating what everyone else said, but the normal map will be key if you want the awesomeness. Keep plugin it, good start though.
It seems to work OK for me. How exactly are you searching, and what for? I type "render to texture maxscript" in the top right search bar, and the result I want is the 10th item "Render To Texture Using MAXScript" http://help.autodesk.com/view/3DSMAX/2018/ENU/?query=render to texture maxscript
@warby Thanks for the reply! When you talk about a few small textures/materials/shaders, which do you think is more important?.. few or small?.. I mean if I have a two items, is it then better to have 2x512x512 or 1x1024x1024?? @Ben Apuna Thx.. Very helpful links indeed!
Update - I just don't want to separate items from each other for texturing purposes.I have re positioned the UV's in a better manner.I have taken into account you may not see the tops and bottoms at the same time, therefore I can overlap those UV's. Here is the new image
Shrike : LoL is "diffuse only", but generated from highpoly bakes. In contrast Dota2, while heavily relying on "hand-touched" albedo, absolutely uses shading information coming from normalmaps (although it not always super apparent at first glance on some items). Just thought I'd clarify things a little :)