I've been working on a rifle for real time use. Around 13K tris. Manually PBR textured for unreal 4. Critique is very welcome of course :) [SKETCHFAB]a66b52ede9af472a9a9e0946154d603c[/SKETCHFAB] Here are some WIPS This is the finished highpoly:
Military radio. 1 material with 4K textures. Lowpoly and highpoly are made in Blender, expanded in RizomUV, baked in Marmoset, and textured in Substance Painter. 4761 triangle. https://sketchfab.com/3d-models/army-transmitter-4043b668976e4459b9a4668e56815c97model
I took up some challenge, to make a model with PBR textures per weekend. Later I will add some renders, including highpoly clays and update my portfolio. [sketchfab]457b8ad17f264f7fad1ea1ee08716a55[/sketchfab] Thanks for watching! :D
For your last highpoly work check this script: http://www.scriptspot.com/3ds-max/scripts/loop-regularizer I use it every time when edgeloop needs to be a perfect circle
I feel like you're missing edge loops or something on your highpoly. Parts are really way too soft, like the ridge parts on the receiver cover, and the scope also.
It's the blockout and then from here Imma make the highpoly. I'm just reconstructing the whole thing, I figure that'd be the best way instead of dabbling around with a bunch of different methods.
The texture on the bike really drags the otherwise awesome highpoly down. It's a lot of flat colors and drowns out all the nice detail you have there. You're applying to game studios?