I see what you mean. I added some AO for the grip to simulate dust/grime to fill the cavities...makes it 'pop' a little more. Also I think what was hiding the AO was my cube map....so that was toned down, plus I adjusted some hue/saturation for the base diffuse color. thoughts?
I think the building needs more oomph. Better transitions between the different brick colors and some localized dirt/drips around the structural elements would add a lot. Localized dirt could be done with decals. Also, your bricks are a little bit noisier than the reference, maybe smooth out the color variations for the…
hmm Gauss no I never even thought of sticking it into UDK...I'll have to take a look at the link man. and Rasmus, yes you are correct with making the cavities brighter...silly me thinking dirt should be black o.O. I'll see about working on the grip and the sticker, thank you for pointing it out :) and you are also correct…
ooooook spent a few more hours tonight and took into consideration and tried to implement some of the feedback changes made: -added flash hider/muzzle -extended the length of stock (Krazy good eye, it was short and shorter than the reciever) -grey bg -changed the lighting environment from night to sunny (I found this was a…
Clean modeling, clean texturing! The main problem here is that it lacks any character. Large dinks and dents, some nice specific scratches to show unique wear in "focus" areas, some personalized numbers written on the buttstock with a sharpie, basically you need some focal points, as right now it all sort of blends…
Really great stuff Eric, you've done a very good job with how the gun looks in the 3 point shader, I don't know if I can ever remember seeing someone capture the subtle color ranges of a really nice old patina like that. The purple, blue highlights are absolutely spot on. Grips came out beautifully, you even got how the…