Originally Posted by Racer445
I'm rather disappointed m8, the texture seems rushed and the materials are lacking in comparison to some of your other work.
Bland materials. The black grunge everywhere is quite overdone and doesn't really make a lot of sense. It's just... everywhere with no rhyme or reason. I'd consider greatly toning it down on the diffuse. The edge scrapes are also placed with no thought, as areas that would never get touched have scrapes yet areas that get damaged easily have no scratches. The plastic looks tbh just like a noisy base with enins scratch brushes on it, and it looks too similar to the existing metal as well. The dirt is a good touch but it should be broken up more and added to more corners and such that couldn't be touched from a simple surface cleaning.
I'd also consider chipping off some of the fire selector paint and magazine text. It only makes sense that they'd be a little worn off when the area around it is all damaged.
The other glaring issue is the texture stretching. There's some huge density issues and if you're using a 4k map like you say you are, then it should be crisp and clear all around. Currently you're not utilizing all the space and thus it looks as if you're using a 1024. The flashhider, magazine clamp, and the front of the pistol grip are particularly nasty areas.
Quite honestly your render scene is carrying it. Offline renderers like Vray are meant for beauty instead of performance, and thus use more complex math for displaying normal maps. The result you get from an offline render is not representative of the result you'd get from a realtime game engine, so you may want to consider using some form of realtime rendering like Xoliul's Max shader, 8monkey Marmoset, or Unreal UDK.
That's all for now. I know you have the skills to make an incredibly awesome texture, so get to it!
thanx for the crit dude,
the black grunge, for sore reason i liked it so ill keep it
the edge scraping, i usually hate to use any even on gun, its just a personal reference, but youre right i did places the ones i did in the "wrong places" but i dont think its imported, it doesnt mean it cant look realistic
i think the fire selector is plastic too but im not sure :P
for the density issue, when i make weapon like that i give the parts u see from the FPV the bigger part of the texture and the rest gets smaller space
however i didnt see the grip stretch until u guys mentioned it, the magazine clamp got pretty small space cause it was the last part and i forgot about it lol, was too lazy to rearange the uvs when i found out how it looks
the reflection map made it too shiny i guess, ill try play with it some more
youre right it was rushed, ill put more time in it and fix some stuff but there wont be a dramatic change
the reason i used the 4k map is to get a high res render, it should look the same with 2k and half a sized render
thanx for the crits, its very good