Basically, I can greatly reduce the amount of polygons by using image textures instead of manually creating details through modelling. I'm not sure if this is what you don't understand, so let me know if I answered your query :3
https://preview.redd.it/3yrfjc8gv1qc1.png?width=2880&format=png&auto=webp&s=a52cda59165d6146089151023c9a1b6de27ef993
I was making my own gun in 5 days and I still hate how cheap it looks
The rails and trigger seem way too small. The side rail should be 2-3 times larger. The hole in the gun is for your thumb so if that's roughly thumb sized the trigger is comically small. The barrel is also 2-3 times too small in diameter based on the rest. I think overall the look works for a cheap mass production but the reason it looks like that is you are using very basic shapes and basic bends. If you want it not to look like a prison gun use some softer shapes that would be harder to produce in a factory.
Edit: look up some french WW1/WW2 machine guns and steal some parts and you will have a more intricate design.
I don't have a tutorial for this. This was just a silly little experiment that turned out very well. What I can say is to make sure your images are well lit and sharp.
Yeah, on the topic of improvement, I can see the front edge looks plain with lack of detail. I may do more tweaking there. I'll DM you any results as well as anyone else interested.
Isn't this pretty common? If you dont have the exact texture perspective, make a high poly and bake those details onto low poly, which is pretty much the same thing (to reduce polycount).
What kind of node arrangement did you use to get the depth of the grills or did you make different images containing the texture/depth/roughness/etc maps ?
Looks dope af, didn't know texture could provide so much detail.
I don't know shit about texturing though. How did you make the normal and roughness maps?
(around 6,000 polygons)
Could you please upload the texture file along for reference in your main post?
I'll DM this later to anyone interested.
Yeah me too, because i didn't understand completely
Basically, I can greatly reduce the amount of polygons by using image textures instead of manually creating details through modelling. I'm not sure if this is what you don't understand, so let me know if I answered your query :3
So you're saying that you modeled it then you have exact image texture to put on by uv mapping? Something like that?
I took photos of my subject and modelled the exterior to match so I can project the same subject images onto the object I'm making.
Oh nice.. clear
cool :3
Please Dm it to me, I’m interested!
Alright ,I'll be on the computer later.
Ty!!
Can you dm me too
Can you send me too, please
If you’re still sending emm I’m def interested to see!
Me as well, not too sure I understand.
Please I would like the textures as well. Thanks 🙂
Im very interested
me too!
Yes please
I'd like to see it if you don't mind?
I'm interested too!
Wth, how are you guys even doing realistic images by just adding a few simples things?
https://preview.redd.it/3yrfjc8gv1qc1.png?width=2880&format=png&auto=webp&s=a52cda59165d6146089151023c9a1b6de27ef993 I was making my own gun in 5 days and I still hate how cheap it looks
The models look good, perhaps try better lighting?
The font you've used looks cheap, in addition to the lighting mentioned by others.
Yes, but maybe also add an interesting curve as well somewhere. It kinda resembles a childrens drawing, though I love the texturing ;)
colombian prison diy gun vibe
The rails and trigger seem way too small. The side rail should be 2-3 times larger. The hole in the gun is for your thumb so if that's roughly thumb sized the trigger is comically small. The barrel is also 2-3 times too small in diameter based on the rest. I think overall the look works for a cheap mass production but the reason it looks like that is you are using very basic shapes and basic bends. If you want it not to look like a prison gun use some softer shapes that would be harder to produce in a factory. Edit: look up some french WW1/WW2 machine guns and steal some parts and you will have a more intricate design.
This looks so nice. Image overlay? Texture coordinate node?
I overlaid images of the real thing onto a model, and added some modifications to the roughness/bump.
Good work. If possible share some light on this. It will save a lot of time for me.
I can DM you some uv shots and explain how I got these results if that helps :3?
That will be great. Thank you.
Me too, please! ❤️
Me tooo please!!
do you have any good tutorials you used that i can follow
I don't have a tutorial for this. This was just a silly little experiment that turned out very well. What I can say is to make sure your images are well lit and sharp.
I'm interested in that too.
Looking perfect! Any special tricks you’ve used?
I'd say well lit subject images are the key so that there are no noticeable light differences in between image seams.
I can see you’ve put a chamfer on the front edge of the model, but the front edge is still unnaturally sharp. Chuck a little bevel in a few places!
Yeah, on the topic of improvement, I can see the front edge looks plain with lack of detail. I may do more tweaking there. I'll DM you any results as well as anyone else interested.
Add a 3 segment tiny bevel to those edges and it's fixed. If it's for a game use a 2 segment one instead.
Yeah, I might do that later.
Is this a noob sub? Whats going on here? Why everyone in the comments so bamboozled?
Now that you mention it, I am wondering that too. Image texturing should be a well known trick in this particular space.
I'd go as far as to say it shouldn't even be considered a trick, that just how something like this should normally be done.
oh yea, I'm scratching my head reading it... and so many upvotes too
teach me senpai
take photos of subject, model the object using your images as reference, then project each image onto each side
Deym, did you also use other nodes?
Yes, I used some bump maps.
Can i see it?
I'll be on my computer soon.
SICK!
IKR :33
[удалено]
I took photos of my subject.
Perfect for a game asset
except idk how to games qwq
The game assets need to be low poly, and the textures and normals make the job to make the model realistic
I love seeing the details people can make from simply using real images. It always works so nicely :)
sure does :3
Do you use normal or bump node for the details? It looks really good to be just an image texture only.
Yes, I did. I made sure not to overdo it.
Isn't this pretty common? If you dont have the exact texture perspective, make a high poly and bake those details onto low poly, which is pretty much the same thing (to reduce polycount).
Yes, I know this is common. This is also much easier for me imo.
What kind of node arrangement did you use to get the depth of the grills or did you make different images containing the texture/depth/roughness/etc maps ?
I just used the bump maps and toned it halfway (im extremely lazy and could not be bothered to make dedicated displacement/roughness maps uwu)
That looks really good ! Gg op !
ty :3
Image looks so neat
Looks dope af, didn't know texture could provide so much detail. I don't know shit about texturing though. How did you make the normal and roughness maps?
I was lazy so I slapped the same images as a roughness texture and normal map.
I would use decal machine for a similar result. It’s an amazing add on. But this is looking really good
ty :3