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created MP5RAS - finished :)
on 04-23-2010 12:33 PM
more or less..
Hi poly
Low - 13k tris.
hope ya like

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, polycounter,
1,150 Posts,
Join Date Jul 2005,
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This looks amazing, Great job there!
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, polygon,
618 Posts,
Join Date Feb 2010,
Location Spain
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What's the texture resolution?
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, polycounter,
1,231 Posts,
Join Date Feb 2010,
Location Florianópolis - Brazil
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i used the original textures for that render which is 4k, should scale them down to 2k
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, polycounter,
1,150 Posts,
Join Date Jul 2005,
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Hah, cool. I figured they had to be massive but I'm sure this will look ace even after the reduction. AAA work, man.
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, polycounter,
1,231 Posts,
Join Date Feb 2010,
Location Florianópolis - Brazil
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I think it looks amazing, crits wise I would say your spec map seems far too shiney, and the stretching on the badly UVed gun grip is bad 
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, card carrying polycounter,
1,979 Posts,
Join Date Jun 2005,
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Heh, I didn't notice the uvs on the grip until he pointed it out, but that is pretty bad :P. The fire selection text looks like a straight decal overlay, I think just a slight reduction in opacity or a blending mode will help it blend into the material.
Otherwise, looks great.
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, polygon,
621 Posts,
Join Date Jan 2010,
Location Austin, TX
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Actually i think that if the Textures gets Scaled down to 2048 almost all this issues will not be noticeable, just give that Grip zone more uvspace and done.
EDIT, I think its just the Specular, because the normal map looks correct.
Last edited by Cap Hotkill; 04-23-2010 at 02:23 PM..
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, polygon,
618 Posts,
Join Date Feb 2010,
Location Spain
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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!
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, polycounter,
1,101 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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That texture is sick!
Wolf, could you give me your base metal texture? cause i am trying to find a good one, and this one looks great, or somebody knows a good tutorial that helps me creating a base metal texture
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, spline,
220 Posts,
Join Date Apr 2010,
Location Argentina
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The reflection map is what gives most of that Shiny metal effect.
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, polygon,
618 Posts,
Join Date Feb 2010,
Location Spain
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Quote:
Originally Posted by Racer445
I'm rather disappointed m8
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oh ffs. Will some 1 slap racer upside the head. I know you mean well, but there are ways to go about giving critique without sounding like an elitest-snob
Last edited by EricV; 04-23-2010 at 06:50 PM..
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, polycounter,
1,050 Posts,
Join Date May 2008,
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Quote:
Originally Posted by EricV
oh ffs. Will some 1 slap racer upside the head. I know you mean well, but there are ways to go about giving critique without sounding like an elitest-snob
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Way to quote one isolated statement and completely neglect to recognise that racer also gave incredibly detailed feedback which is way more useful than "looks cool man" -whether he's right or not.
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, polycounter,
974 Posts,
Join Date Jan 2007,
Location melbourne
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Quote:
Originally Posted by Harry
Way to quote one isolated statement and completely neglect to recognise that racer also gave incredibly detailed feedback which is way more useful than "looks cool man" -whether he's right or not.
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Well... in this case, he happens to be correct. Besides the texture stretching (and the stretching across the front of the pistol grip is pretty bad), the physical wear depicted on the finish isn't very accurate at all.
Lonewolf, I don't know if you actually have any real firearms to handle and examine as reference, but if you're interested in having hi-res photos of some of my working guns (not the safe queens) to get a better idea of wear patterns and the way the finishes start to degrade under use, just IM me and I'll break out my wife's DSLR.
Same offer goes for anybody on this board that does weapons modeling.
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, polygon,
704 Posts,
Join Date Sep 2009,
Location Snoqualmie Valley, WA
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Quote:
Originally Posted by GarageBay9
Well... in this case, he happens to be correct.
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I agree, I just think racer summed up most the things i would say anyway and didn't want to add on an empty "i agree fix it" post ;)
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, polycounter,
974 Posts,
Join Date Jan 2007,
Location melbourne
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tits
draw without greed
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Quote:
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!
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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

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, polycounter,
1,150 Posts,
Join Date Jul 2005,
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damn now i know why the texture of the clamp looks like the
i gave the bigger pace to the inside and the out side is stretched and small
bah, need to fix asap :P
thanx for the feedback guys
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, polycounter,
1,150 Posts,
Join Date Jul 2005,
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wow man,
that looks great !
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, polygon,
680 Posts,
Join Date Sep 2008,
Location Cybertron
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Quote:
Originally Posted by Harry
Way to quote one isolated statement and completely neglect to recognise that racer also gave incredibly detailed feedback which is way more useful than "looks cool man" -whether he's right or not.
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I was referring to his entire reply, not just that one statement, I didnt feel it was necessary to quote the whole thing. I know there was some good feedback but the way some things were worded it read a lot like; 'I am better and superior to you'. I can't believe that I'm the only one who sees or feels this way.
such as using loaded words or phrases such as: I'm rather disappointed, bland materials. Glaring issues, particularly nasty. and then he goes off to give lonewolf a lesson in rendering 101. When I'm sure lonewolf knows the difference between what a game engine and offline renderer are good at and used for.
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, polycounter,
1,050 Posts,
Join Date May 2008,
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eric v just get laid man .
I agree completely with racer , i would also resize the texture because the image is huge and the mistakes are more glaring that way  , it also seems like it is straight out of the factory  also another background would be nice so that the gun doesnt blend in so much , really solid modeling man, would be a shame to have it downtoned by the texture work 
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, veteran polycounter,
3,573 Posts,
Join Date May 2005,
Location Portugal
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Quote:
Originally Posted by Johny
eric v just get laid man .
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thats nice but would you care to comment on my argument.
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, polycounter,
1,050 Posts,
Join Date May 2008,
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@EricV,
The reason why I said I was "disappointed" was because I am a bit of a fan of his older work dating all the way back to mods he worked on in 2002. He made some of my favorite diffuse lit texture sets ever (including that USP in his folio... gorgeous) so I know he can do better.
The critique I make probably comes off sounding harsh to many but that's how I roll. There's no reason to sugar coat things and say "HURR DOESN'T PLAY WELL TO MY EYES" or just "good job looks nice man" since mistakes shouldn't be applauded, instead I'll get straight to the point and tell you what I like and what I see wrong, focusing on the wrong since that's what brings down an otherwise great asset. While I'm glad to see it finished there are things to be improved. I'm not afraid to call em as I see em, and if that makes me sound elitist then so be it. It was never intended to sound like anything more than simple, honest critique.
And if he knew then wouldn't he already be using a realtime renderer?
@Lonewolf, I'm glad to see you around, thanks for addressing my post.
The black grunge isn't awful but is greatly overdone. Just try masking it off in areas so it doesn't look so repetitive. The edge scrapes aren't as big of a deal though keep it in mind for next time. The fire selector is metal but I'm talking about the printed on white and red indicators around it. If the area around it was all grunged up wouldn't the print be too?
As for density yeah prioritizing is cool man, though if you're using a 2048 you probably don't need to since that's a lot of space to work with and everything should look universally crisp.
Again I'd strongly consider using some form of realtime renderer to display game art, since that's going to be how a game engine will see it. Not only that but it takes seconds to get new shots changes instead of minutes to make new renders.
So yeah good to hear you'll make some edits, you know you can send me renders any time. 
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, polycounter,
1,101 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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fixed few things, no dramatic changes
ill prob work on it some more later on
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, polycounter,
1,150 Posts,
Join Date Jul 2005,
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This thread is amazing... my jaw dropped seeing that last shot (well, it was already slightly open after seeing the first image).
Absolutely incredibly work, unfortunately I'm nowhere near in a position to offer any kind of crit so I'm just gonna sit and stare if ya don't mind! Really inspirational stuff too.
Seeing Racer's crit was awesome too. It's kinda crazy when someone like me looks at the first image and it looks perfect to me, but there's always some little things that make it look that bit better.
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, dedicated polycounter,
1,809 Posts,
Join Date Aug 2009,
Location Warwickshire, UK
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