The scratches are continuous on adjacent but non coplanar surfaces which doesnt make sense. The dirt is very random. Edges are kinda sharp but it could be due to the excessive sharpening. Definetly loose the sharpening. If you want feedback on the model i suggest posting some wires and the uvs. Good luck!
No that's ok. In practice, all the various fundamentals will impact most any art discipline. That's why they're called fundamental. The foundation you build upon, and continually refer back to (and keep learning about, it never really ends!) These resources might help you http://wiki.polycount.com/wiki/Concept_Fundamentals
A more complete work i just finished, for now ... Tried to proceduralize the textures work on Hots, and found some good node on the process. I will definitely continue in this way too found some other good pipeline. See the full result Here : https://www.artstation.com/artwork/QzLJkx
So here is a evening update before I hit the hay. The one concern I have at the moment is how to best do the roof?, If I have individual roof plates then it would be alot of polys and also alot more to paint?. But it gives a nice breakout from the mesh....... to be continued.
That's a weird way of painting but it works for me right now. maybe one day I'll be able to do it as everybody else does... I love details and if I don't start by doing them in some part of the drawing I'll be not motivated to continue so.... here's the way it is right now :) !
Sorry for the wait, but in all my thinking I forgot about that setting, even though it's quite obvious. While at work and after I read your comment, I continued reading other threads about normals and also realized my issue. Thanks for your help though!
I don't know if i will continue on this project, so this is what i have had a few weeks ago in Unreal Engine 4 (no textures, a lot of not corrected lightmap uvs) : Since I've planned to do details (vent grates, small lights) in material, it's not pictured at current time.
Thanks for the input all :) Here's some progress.The moss has been surprisingly difficult, I'm afraid it's too distracting. I may continue working on this, adding some more foliage and a base, but I also want to move on to other things. I would still love feedback!
:) Having said that though, it might that the ots-12 doesn't have the plywood foregrip like the aks-74u / ak74 / akm etc; it's really hard to tell from the limited photographs out there. And if the model was continued passed limited testing it probably would've used polymer like the 100 series.
a small update, I'm not a 2d artist but I think I should be atleast able to do this much before actually building the scene.. Done for today, gonna continue this tomorrow :) any more feedback would be appreciated. Thanks for the hints so far Habboi, some nice ideas