@Larry Brian "Panda" Choi Oh, I forgot the most important question. Do you know where is the "unfold smooth" button in the Maya 2018? In maya 2015, there's very powerful function what we called "unfold smooth" which we can stretch out uv very clearly with single button click and drag. But, I cannot find it in 2018 news you…
So far I add dusty pattern. And, peel off the edges. It still is not perfect. comparing from this one: The reason.. is the "opacity". In the reference image, you can see the core metal that is a gun look through the paint because paint is peeling off naturally. In mine, you can't still see the core metal through paint.…
Yes but please change that brown part :P its looking terrible. The rest of the gun is fine. Did you understand about texturing better after all this 4 pages of suggestions? xD
right click on the layer and choose "mask by color selection" then on the right side there will be a button that says "pick color". You pick one mesh then click again on the button "pick color" and chose the next one
@alex_kim For the paint color, you should paint something like this but not so strong details https://lostandtaken.com/wp-content/uploads/edd/2016/02/concrete-grey-grunge-textures-2.jpg
ok Alex, one last try. The last reference picture that you show makes it very clear. The gun has 2 materials. 1 material is this silver metal and above it there is another material, which is paint. So one thing i can say is wrong with your pistol, is that this "black paint" material that you have, has metalic value. Paint…
@Larry You are right Larry. Substance Painter provides very good base material. But, I guess base is not good enough. I guess it's time to learn create my own texture using designer or photoshop.
Looks good. I can only really echo what others have said. Considering this is lo poly, any edges you put in should be purely functional. Even if an edge does affect the shape of the asset, unless it's significant, it probably isn't worth it. As @alex_kim said, the part of the gun they highlighted was not necessary for the…
@Zodd Hello. First, I need to say this. As Larry suggested, those colors of metal are basically colors from the light. So I convert reference image as black and white such as From now on, every metals is nothing but black and white Hello, Zodd. I really thanks to your advice. As you said, I am using brush a lot to create…
Do you mind rendering this in Unreal, Toolbag, or Uniity? Maya's viewport tends to be crap. Like right here, there's barely any useful shadow or lighting information. We'd have no clear understanding of what this would even look like in-game.