Hello all, this is my first post on Polycount. I'm not much of an artist (yet)--I'm a programmer first, and the game I'm making needs art, so here I am to learn. I've modeled a revolver for my game, using a bunch of images of Colt Pythons as references, though I changed a few things (used a more conventional cylinder…
The textures look super rushed, looks as if you just baked the AO put a colour and called it done from what you've shown. To make a lowpoly model shine you really need to pimp out the textures to the max to hide the lower res geometry. I'd head back to the textures and work up details, grunge, scratches, materials and…
Duuuuude! Your really need to use some support edges on that thing. The mag drum, sry but wtf? You can't say that looks good, it like two or three edge loops and it will be so much better. Sorry, my scribbles looks like crap, didn't have my wacom plugged in..
I don't know how it works in blender or max, i'm a maya guy. When you bake out a normalmap and have to use a hard edge, you also need to make a cut in your UV-shell/island whatever you want to cal it. Couse, as you say, it will create artifacts. If you decide to move on to another project, then good luck! (:
Thanks for the crits, guys, sounds like I definitely need to spend more time on details details details! And not make the low poly so low poly (it's 329 faces, so yeah, I might've targeted a bit low). I'm not sure yet whether I'll go back and revise this piece or move on and apply these lessons to the next piece; if I…
yeah, try not to smooth this thing so many times to show it off.. can't tell whats going on with the highpoly mesh. looks like a 3d scan import mesh its so messy looking. So next time don't go crazy on your geometry, no need for that. My main concern is the high poly, your bullets are one with the gun?..... you need to…