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🧵 Untitled Thread
Anonymous at Sun, 19 Sep 2021 10:15:28 UTC No. 851662
My first serious attempt at trying to make a gun for a game. What makes it look so shit?
https://sketchfab.com/3d-models/kar
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Anonymous at Sun, 19 Sep 2021 10:53:27 UTC No. 851664
the texturing is atrocious, these white spots make no sense, you can see the seams
otherwise, it depends on the style of the game, if the flat color, max roughness is what you're going for I think it's fine
Anonymous at Sun, 19 Sep 2021 11:10:45 UTC No. 851668
>>851662
the bolt, trigger guard, and the stock need more wear and tear
Anonymous at Sun, 19 Sep 2021 11:33:53 UTC No. 851672
>>851662
Reminds me of late 2000s videogame guns
Anonymous at Sun, 19 Sep 2021 15:09:34 UTC No. 851688
Throw that bitch into substance. Or if you are going for a stylized vibe just try adding a rap or something to the stock, just start adding a bunch of detail so you have something to keep your eyes occupied to not nitpick the gun.
Anonymous at Sun, 19 Sep 2021 16:42:04 UTC No. 851697
>>851662
The model itself looks quite decent. Well done. The problem is the texturework. It looks like dogshit because you didn't use reference images.
The wood on the stock for example is oriented the wrong way. The scratches are too large.You should learn about the various texture maps like diffuse, bumpmaps, specular maps. You should be able to make something great only with those three.
Anonymous at Sun, 19 Sep 2021 17:14:06 UTC No. 851704
>>851697
*specular/metallic maps
*bumps/normals/displacement maps
Anonymous at Sun, 19 Sep 2021 18:43:18 UTC No. 851713
>>851662
Hey anon, a few things:
1. The axis of the bolt and the muzzle don't line up. In a Kar98k, there's a straight line (the path of the bullet) that goes from the front of the bolt to the muzzle. On yours, it's offset, so it looks off.
2. In front of the sight ladder, the top bit there should be wood (use the same brownish texture you have elsewhere, unless you're going for a bad repair look, which would be rare).
3. That wood piece from (2) should extend slightly past the metal ring in front of the sight ladder.
4. That wood piece from (2) should only begin its taper after about 1/2 its length.
5. You're missing a bolt under the breech (I think).
6. The trigger guard needs to be about half as thick as you have it.
7. The stock is missing the slot in front of that metal disk (which should have a hole in it too, iirc). The slot would be where a sling would go.
8. The butt of the rifle should be slightly concave, to fit the shooter's shoulder. It should also be more vertical than you have it.
9. The transition from the stock to the pistol-ish grip is not well-defined enough. Check some more reference pictures.
Anonymous at Sun, 19 Sep 2021 18:50:04 UTC No. 851714
>>851713
A couple more things:
10. The trigger assembly should be moved back a little bit closer to the grip.
11. Starting out, for your textures, don't try to do any wear. Pretend it's just out of the factory. Then, look at some videos of operation and look for where metal moves together and where wear might actually occur. Like, there should be no real wear around the barrel (because anybody using that rifle is going to make sure not to bang it on things).
~
Good first serious attempt! It's just an example of how a bunch of little things can combine to make a solid effort feel "off".
Anonymous at Sun, 19 Sep 2021 18:52:15 UTC No. 851715
texturing is bad. Looks like ur uv are fucked up also
Anonymous at Sun, 19 Sep 2021 18:59:26 UTC No. 851716
>>851714
13. Further looking in 3D...the whole body is too thick compared to the barrel, and the shape is wrong. See here for much better reference material:
>https://sketchfab.com/3d-models/ka
Anonymous at Sun, 19 Sep 2021 19:03:34 UTC No. 851718
>>851716
14. I *think* you might also have the overall length a touch too long. The k in 98k stands for "karabiner"...a shorter rifle.
15. You are missing the bolt release on the left side of the bolt holder. In operation, you pull that and work the bolt backwards to remove the bolt for cleaning.
Anonymous at Mon, 20 Sep 2021 16:20:22 UTC No. 851954
>>851662
The texture looks like a turd instead of wood
Anonymous at Tue, 21 Sep 2021 19:10:32 UTC No. 852221
/k/ could probably help you,if they don't tear your ass a new one for that shit.
Anonymous at Tue, 21 Sep 2021 22:53:31 UTC No. 852271
>>851662
the textures
simple as
Anonymous at Wed, 22 Sep 2021 00:27:23 UTC No. 852286
>>851662
the grain of the wood is 90° to what it should be.
a lotof your wear marks on the metal are illogical.
metal wears on the corners first.
Anonymous at Wed, 22 Sep 2021 14:05:50 UTC No. 852366
>>851662
>6
Did you study where the woodgrain's direction is for the best appeal?
Jeez.
Anonymous at Wed, 22 Sep 2021 17:45:02 UTC No. 852389
>>852384
Dude. Just get substance painter.
>b-b-but its p-paid
Pirate it. Pretty sure you can find a crack easily from an indian guy on youtube. Lol
Anonymous at Wed, 22 Sep 2021 22:51:05 UTC No. 852441
>>851662
>>851664
im gonna tell you right now you are not gonna make a whole game of that graphical quality all by yourself. look into buying assets
Anonymous at Thu, 23 Sep 2021 01:53:42 UTC No. 852468
>>851662
dont listen to that nigger above me, keep going, everyones first attempts were shit
Anonymous at Thu, 23 Sep 2021 12:46:00 UTC No. 852577
>>852389
I do have it, its just I am shit at using it :D
Anonymous at Thu, 23 Sep 2021 12:49:17 UTC No. 852578
>>852441
I easily can. Won't even break a sweat.
Anonymous at Fri, 24 Sep 2021 19:14:03 UTC No. 852820
>>852441
Then why does it look like an asset from any number of one man unity games?
Anonymous at Fri, 24 Sep 2021 19:46:02 UTC No. 852827
>>851662
don't be afraid of polygons, it's 2021 dude. some games use 20k+ polys for guns
Anonymous at Sat, 25 Sep 2021 12:32:12 UTC No. 852980
>>851662
yeah, UV texturing is so fucking ancient. just learn bump-mapping your materials or use a free material painter to paint textures to give it a more naturalistic look.
Anonymous at Sat, 25 Sep 2021 12:34:46 UTC No. 852983
>>852980
btw your gun is very low-poly too. take the time of day to watch other people model guns and you can see how much more detail you can actually add there in a way that it makes sense. you want to use some bevels everywhere where there's hard edges & smooth them out.
Anonymous at Sat, 25 Sep 2021 12:37:40 UTC No. 852985
>>852441
Just because you can't doesn't mean nobody can. So long as their scope is reasonable.
Anonymous at Tue, 28 Sep 2021 22:55:32 UTC No. 853744
>>852384
any updates OP?
Anonymous at Thu, 30 Sep 2021 05:55:14 UTC No. 854012
>>851662
Fix the textures please
Anonymous at Thu, 30 Sep 2021 08:55:50 UTC No. 854027
>>853744
not really, I didnt feel like working on the model again. I am thinking about doing another gun and see how that turns out. I will post it here once I finish it.
Anonymous at Thu, 30 Sep 2021 14:19:01 UTC No. 854087
>>854027
What gun is it?
Anonymous at Fri, 1 Oct 2021 04:43:19 UTC No. 854176
>>854087
I dont know, havent started yet, any suggestions?
Anonymous at Fri, 1 Oct 2021 05:28:26 UTC No. 854177
I've never been on this board and I quit video games about 5 years ago, but I can tell you anon that with enough persistence you can become great at just about anything.
Anonymous at Mon, 11 Oct 2021 03:35:08 UTC No. 856072
>>854176
A nice easy one could be a MAC-10. Super easy to do low-poly, and a great chance to practice detail work (beveling, etc.)
Anonymous at Mon, 11 Oct 2021 05:29:31 UTC No. 856086
>>851662
I think it looks decent but the thing allot of games use now a days is lighting in the past that meant shading and texture images Now, with better lighting sources that means textured surfaces made by high res images or hand detailed patterns with dots
Anonymous at Mon, 11 Oct 2021 05:30:32 UTC No. 856087
>>856086
The model is shaped as a texture itself in some games but it takes up allot of space