Originally Posted by JPowers
Hey, that looks pretty good. A couple thins though.
- First, I've seen a lot of people doing weapons lately, and almost all of them the artist is painting in all of the lighting, instead of using next gen tech like normal/spec, etc. I am just curious why you chose this path? I know Half-Life 2 tends to use this method still (I know they have normal and spec, but their normal/spec isn't very good). However, not many other engines really need to have lighting fully painted in anymore. Merely just need Ambient Occlusion and a little bit of lighting for some depth (just for the poorly lit areas your model may show up). Not to knock on your decision of doing this, just curious why so many people still do this, instead of using the cool new shaders that are available?
- The metal looks pretty good, but there is definitely not much contrast, or anything to break up that metal. Looking at the UVs it actually doesn't look too bad, but when seeing it in 3D, there needs to be some contrast in that gun. Even if it is just adding some scuff marks that are a bit darker than some other areas. Right now my eye goes straight to the handle (because of the good contrast between the two) and when I look at the metal, my eyes just wander because it feels like it's all the same.
- Not a big deal, and may just be your method, but I am curious why you chose to flip those UVs on the slide (since you had to write the text in reverse by doing so, seems like its more trouble than it needed to be.)
- Last thing I noticed was that the grooves on the back part of the slide at the bottom, are actually not grooves at all. They are actually cut out of the slide, and the handle/frame has the pieces. So when the slide comes back in animation, those grooves should actually be cutouts. I know you had a tight poly limit, but that's right up in your face.
Overall a nice job though, especially for a 1,000 poly limit and one 512x512 texture!