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Old 03-02-2012, 08:34 AM   #21 (permalink)
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Right were was i.
Finally got to do the low-poly model. tried it in topogun, but ended up doing it in 3d coat. because the app just connected with the good parts of my brain (Don't know)
Anyway this is the result



Thanks
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Old 03-02-2012, 08:11 PM   #22 (permalink)
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Really really awesome. A lot however is two words.
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Old 04-02-2012, 05:42 AM   #23 (permalink)
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Thanks Bek
and thanks for the heads up. changed it.

Think i am getting close
But not totally happy yet something is off. Please enlighten me hehe

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Old 04-02-2012, 05:59 AM   #24 (permalink)
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Hey Bertmac,
I like the style you achieved with your modeling, and also the texture,
only thing i would change is the sharpness, it looks like it's much too oversharpened, try to find the right balance between sharpness/blur.
Also the strength of the scratches / cloudyness should vary with the angle/lightning, but it seems that we can see "all scratches etc", maybe lower contrast on the spec or something like that

Otherwise, like i said, it looks great!
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Old 04-02-2012, 10:51 AM   #25 (permalink)
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My main problem with it now is that all the metals look basically the same color. I can see you have different values in your spec map, but your diffuse color is basically the same for many parts. Try adding subtle changes of value to different areas of your metal on the diffuse map, and I believe you'll start to see this thing really pop! Cb_Arts has good suggestions too.

Keep it up, mate! This thing rocks
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Old 04-02-2012, 08:46 PM   #26 (permalink)
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Nice one guys. Appreciated

@Cb_ArTs first off. thanks for finally dropping by hehe. love those corridors your making keep it up.
Secondly i totally agree with you on both your points. that sharpness looked different when i looked at it in the morning. horrible no doubt.
And yeah some scratches were visible ( at 5% all the time but most only exist in the spec map. but still i removed all the scratches in the diffuse. and i think it looks better now thanks.

@Polygoblin thanks again for stopping by. i think you're right also. i mean, are you talking about a color blob layer like this

if so ... it should be there. I guess not strong enough or maybe not colorful enough. otherwise i dont understand you. so could you enforce your suggestion a bit please, thank you.


So yeah i looked at the things the guys were saying. and changed it a bit .
I also changes some base colors to brown. i think it looks better now


TO ALL..Trow me some more comments or tips. Me like
Thanks
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Old 04-02-2012, 09:17 PM   #27 (permalink)
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I think the details are done very well, latest update is ace. The only thing that looks off to me is probably too late to change, it seems with the angle the grip is at you'd have to be pulling your trigger finger up quite a lot to use the trigger, which might be uncomfortable. Don't really have to worry about that though I suppose.

Perhaps the gold trimmings on the end of the barrel and back firing pin part are too strong?
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Old 05-02-2012, 04:24 PM   #28 (permalink)
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I'd clarify, but your latest update seems to fix my issue. I was basically saying that the color of the different parts of metal looked too similar and a subtle change of value (color hue or lightness) could add a lot of variety to the gun. Looks great now though

One last crit... the holes at the end of the barrel look too bright to me. Make sure the spec for those holes is full-black so you get some real depth there. One scratch is also running across the inside of the hole, which looks off
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Old 05-02-2012, 05:47 PM   #29 (permalink)
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Cool guy to get all these comments and tips, off course I'm also happy that you all like, i mean this is my first Next gen texture so. thank you

to Bek and Polygoblin seems that both of your tips was my mistake i forgot to turn some layers on, so that was an easy fix thanks for the heads up

O and Polygoblin thanks for the clarification. texturing is not my strongest point so any help is appreciated.
need to practice practice practice

Well i think i am done,( ok not but...) i wanna start the big gun so badly and integrate all my new learned stuff in to this one.
This one should go a lot faster and hopefully better.
Thanks again

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Old 19-02-2012, 04:45 PM   #30 (permalink)
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Oef.. finally found some time to work on second gun.
I now see so many better ways to model this gun its actually doomed to get failed. but lets finish it for the sake of it
Added some more details, made it low poly and did some bake tests this weekend.





It still needs some clean up. but getting close

What do you think

Bertmac
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Last edited by Bertmac; 19-02-2012 at 04:49 PM.
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