if you can nail the concept, keep going. frankly the in-game asset looks uninspired next to the concept, largely because of restrictive polycount but also in the texture. dil is right though you need to up your polygon spec. it's a building.
Modelling looks good. But I think the main issue is that you have way to much information in your diffuse. Metal is defined by the spec/reflect/glossiness and putting too much info into your diffuse takes away from those.
:thumbup: is nice... very nice.. think spec needs more work... can't say how tho... and yes... the way you cut up the shot is confusing me. is this a "bastard sword", one or two handed... i think that is the name?
I agree with the resolution. Based on my web stats, 90% of visitors use at least a 1280 horizontal screen resolution. So that is the min spec you should design for. That usually means that images should be about 960 pixels across.
I had to try with some example. Tile diffuse and grungemap from cgtextures. I modelled a highpoly source from the diffuse and used it for generating normals, ao and curvature. Spec as shown in image was created in photoshop with the curvature data and a grungemap.
You made me want to focus more on my texturing skills, i am not that good in this field (i have done like 4 diffuses, 1 spec map since i started). Keep up the great work!
It is impossible to critique hard surface work with a GI render. I recommend using a dark diffuse, high spec, and medium-wide gloss as the material. Until we can see that, it is hard to see if your sub divided model will work.
if u were using xnormal, try rendering out the heights from that (as it looks like your spec and height came straight out of crazybump). CB typically doesnt give the greatest results for those 2 maps.. especially height.
The lighting on the carbine is really bad, it's so dark you can't make out anything, and there doesn't seem to be any spec hit at all. Your HP model looks kickass, but the final product just looks like a dark silhouette.
I did a rock sculpt today (my first!). This is part of my new ideas for the Dungeon Corridor environment. Mudbox 2012, Blender (retopo/baking), Photoshop,Marmoset Toolbag (spec map isn't going to be 1024, it's going to be 512..)