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KIIIA

The random model thread!

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Currently studying Game Design at Stokholm University and this is a 3D model i made for a Game Prototyping course. 

Sculpted and modeled in Mudbox & Maya
Textured and rendered in Quixel Suite.

 

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I'm working on a Walther Model SLD Flare Pistol. It's hovering around 4.6k tris at the moment.  
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Any suggestions on how I can push the material some more??

 

 

I would probably try to make the spec/roughness a little bit more varied. You did try to do this with the very light scratches... but I'd go a little further and apply some kind of dirt map that would make some areas shinier and rougher. 

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Just finished this Winchester Model 1876 model that I’ve been working on. 

 

 

How much time do you spend on a model like this from start to finish?

Edited by esspho

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Just finished this Winchester Model 1876 model that I’ve been working on. 

How much time do you spend on a model like this from start to finish?

 

That's a hard question to answer. The thing is that I'm constantly juggling multiple projects, and I tend to procrastinate. This specific model was worked on really sporadically, but I worked on and finished the high poly model around a month ago. That phase was done in about 1 night. I was working on other stuff for about 3 weeks until I did the low poly and uv maps in about two nights. After that I spent about two hours messing about with the base values for the materials and about two more hours trying to get the wood to look good. I spent like a week working on and off pulling my hair out trying to figure out how to achieve the metal effect, until I realized I could literally just rip pieces from reference photos and place them on the albedo. Once I figured out how simple the process was it took me like an hour to just place the cutout effects and stitch them together to get rid of seaming. I would say that if I did it all in one go and knew before how to achieve the metal effects, I would've only taken like 3 or 4 days.  

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