View Full Version : WWII Thompson Submachine Gun
27-10-2009, 02:32 AM
Hello everyone!!! :wave:I don't post often but im working on some portfolio stuff and I just recently graduated so I want everyone's opinion on what I could have done better on this piece and what to avoid etc. C&C please!!
Tri count is 1,676.
27-10-2009, 09:35 PM
Looks good, polys look efficient, maybe the metal texture looks a little flat.
28-10-2009, 12:47 PM
the texture seems a bit blanketed over the entire model.
find some pictures of the gun, and try to capture the way that it reacts to light, within your own texture. the metal does look flat like YEAROFTHEOX said, and the wood does as well. you should try dodging and burning areas that you normalized (according to Mozilla that is an actual word). you want to get rid of the hard edges. remember, nothing is exactly 90 degrees.
28-10-2009, 10:45 PM
I thank you both for your comments. I do agree that it is flat. I will mess with the spec map some more. I'm trying to get it so it is very dirty looking and not so flat. The metal itself has quite a bit going on but its just hard to see i think with the current spec map and the lighting.
I found this page very interesting if you want to give a try...realtime shaders on the viewport http://cg.tutsplus.com/tutorials/3d-art/create-beautiful-realtime-renders-using-the-xoliul-viewport-shader-in-3ds-max/
29-10-2009, 03:21 AM
Thank you for the link. I am definately going to try this one out and post some SS.
03-11-2009, 08:55 PM
looks good, you should bake some AO maps
03-11-2009, 09:17 PM
I did but I had some really wierd results. I cleaned up what I could.
05-11-2009, 07:23 AM
Yea, i agree some AO would really help bring out some contrast. Try to fiddle with it and remove errors. Or if anything else fails, try to hand paint it. Also add some scratches, and make specular to work with them. Some more details on diffuse wouldn't hurt also. take a look at this for instance. Link (http://images.totalgamingnetwork.com/totalmoha/weapons/thompson.jpg)
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