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Old 31-07-2011, 10:43 AM   #1 (permalink)
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Pistol - XD45 Tactical

Hey all, my latest piece, a Springfield Armory XD45 pistol, tactical model.

Figured I should post this in the finished section too in hope for further feedback.

This pistol was made for my portfolio and as practice.
Modeled in Maya, baked in Maya & xNormal, Photoshop used for texturing, and rendered in Marmoset Engine.

Any feedback is greatly appreciated, take care now, bye bye then.



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Old 31-07-2011, 07:49 PM   #2 (permalink)
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looks nice! I'd suggest you not sharpen your textures so much though. The materials are getting a bit too defined.
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Old 01-08-2011, 01:48 AM   #3 (permalink)
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Originally Posted by Sonnhalter View Post
looks nice! I'd suggest you not sharpen your textures so much though. The materials are getting a bit too defined.
+1

Also you can see the front of the mag is mirrored. Try to blend your seams a little better so they can't be noticed, it will help you in your presentations.



I'm guessing this is the pistol you tried to make, or somewhat similar. You should add more color to the frame, and soften up the spec as plastics/polymer don't reflect ass-tons of light.

Also, it's never too late to optimize your geo. The slide along with the pistol-grip would be the first thing i'd take a crack at, you could shave a lot off your tris count.

Last edited by redmond; 01-08-2011 at 01:51 AM.
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Old 01-08-2011, 01:19 PM   #4 (permalink)
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Images above are updated.

I usually sharpen my textures when they're done, now I also had a sharpen process in marmoset AND high pass filter on the renders in ps. Removed the last one and decreased the strength of the second.

I figured the front mag isn't going to be visible in fps so I didn't really care about that, perhaps I shouldn't show it off they way I do then huh

That's exactly the pistol, the materials have gone through several versions and were pretty dull at the beginning, I thought that it looked too boring and increased the contrast some, I have decreased it some now.

And finally I optimized it the slide geo from almost 4500 down to 4181, thought at first I needed all those "unnecessary" edgeloops for baking purposes to get a clean normal map bake but I managed to bake a new one with my optimized geo.

Thanks a lot for the input guys, much appreciated.
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Old 01-08-2011, 01:23 PM   #5 (permalink)
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Nice gun man! Are you going to put this one ingame?
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Old 01-08-2011, 03:34 PM   #6 (permalink)
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Thanks dude!
Actually it is in game, marmoset toolbag is a game engine, ridiculously easy to set up and use. Their site is down atm, but you can still download it and try it out for free for 30 days.

8monkey Labs | Sustainable rendering with better, locally grown pixels.
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Old 15-08-2011, 03:07 AM   #7 (permalink)
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Looks nice. Maybe a little heavy on the fingerprint smudges. I'd tone them down just a bit. Either by adding more and lowering the opacity (so it becomes more of a diffuse greasy blur) or by simply making them stand out less in the spec/etc.
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Old 18-08-2011, 02:23 PM   #8 (permalink)
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Looks nice. Maybe a little heavy on the fingerprint smudges. I'd tone them down just a bit. Either by adding more and lowering the opacity (so it becomes more of a diffuse greasy blur) or by simply making them stand out less in the spec/etc.
I totally agree. Cheers Flakk
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Old 09-09-2011, 04:51 AM   #9 (permalink)
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How did you made your normals? you used polycruncher for the low poly?
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