Shame he doesn't credit the original author of the model. Really should. Looks like all he's doing is running the model through Pepakura or whatever it's called now (used to be something else, can't remember the old name). Still, I guess DS-spec models are ideal for papercraft, since they're so low-poly.
Looking great Adam, good job. The biggest thing I see is that texture seam which runs along the building on the left in the foreground (you can see it run right along that edge above the cans/posters). Easy fix. Lighting turned out good, can't wait to see how it does with normals/specs on stuff.
You can also make a cylinder with a good amount of height segments and sides and then use a bend modifier to get a nice bent Frisbee look to it. Then just slap a turbo-smooth on that puppy and Either clay render or do some nice V-ray stuff depending on what you're rendering and what you want the spec's to be like.
I'm getting 130fps with a 1mil triangle mesh with a much lower spec system Vista Ultimate x64 | Core2Duo 2.4ghz | GeForce 9800GT (186.18 drivers) Must be something else wonky you got going in. Vista isn't cluttered or slow... Check your viewport config preferences. Be sure that you're using D3DXCached meshes.
Difffuse and spec look good, normal map is really making it all look bad tho. Did you model a highres mesh for this? That would help a LOT if you rendered out normals from a highres, isntead of just using a converted bump map. Also theres some really funky geometry on the "neck" of the grenaded.
Valve games run on a shoebox, and you guys expect bevelled edges all over the place and dynamic lighting? I personally find Valve games to be pretty, even if they're lower-spec than other recent first-person shooters. I think they do a lot with little resources, and I think their lighting is very appealing.
looking 1000% better, more contrast in the lighting and some sharper highlights in the form of the torch light and some more "stronger" spec or light from the ceiling light and your there. i would suggest in future to do some more blockout modelling and lighting befor wading in on fully modelled stuff, but it turned out…
edit: ** Currently we're processing all respondents ** To save your precious time, we won't be answering new respondents, but we'll take the time to anwer the first respondent. Thank you. Hey There, We're looking for an experienced hard-surface modeller for a Low poly model of this submersible. Important note: A production…
glock and cars look nice. you could try adding rim light to the gun to give it more eye candy. tile texture doesn't look very convincing to me. normal map details are so rough that it feels like plaster and dirt on spec/diffuse seems like it was taken from a concrete wall.
What you are calling Gloss/Roughness isn't actually Gloss/Roughness, it's still Colored Spec. Gloss/Roughness are greyscale maps, I'd suggest going and reading up on your PBR a little more. It would really help with that grenade, too, having a better idea of how metal and plastic/painted metal work.