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PostPosted: Wed Jul 26, 2017 2:35 pm 
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His ass is...
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Joined: Wed Mar 04, 2009 11:16 am
Posts: 516
It's boring how your stuff is consistently good thanz. Difficult to discern replicas from the real deal, but you could make the red section a bit more saturated

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and the green band a bit more shiny and glossy

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Lot of pics have the bottom half of the spoon painted orange as well.

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PostPosted: Wed Jul 26, 2017 2:53 pm 
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Pre-schooler

Joined: Tue Sep 22, 2015 2:50 pm
Posts: 91
Location: basement
meanwhile im startin on the spas12

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PostPosted: Wed Jul 26, 2017 8:21 pm 
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Clinically Dead
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Location: snoreway
I'll take a second stab at it spork, thanks.
Noodles, I like your base values for the most part. The stock looks way glossy tho.

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PostPosted: Wed Jul 26, 2017 9:59 pm 
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His ass is...
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Additional nitpicking. This part is bothering me a bit:

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Screenshot for max lazy. The falloff of the highlight seems weird to me, heres an example of some galvanized steel:

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The highlight is pretty "straight" and consistent. I think your gloss may be overcontrasted here

It looks fine in other angles though

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PostPosted: Thu Jul 27, 2017 6:41 am 
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Location: snoreway
I'll take a look at that too, but it's probably due to my scene setup more than anything else. I placed lights where the environment was already bright for more contrast. There's also GI enabled, which makes the other grenade darken this one's albedo and specular.
I'm currently working on presentation, which is probably my weakest skill right now.

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PostPosted: Fri Jul 28, 2017 7:17 am 
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Joined: Fri Apr 22, 2005 12:11 am
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Location: Seattle, WA
New Composition, New materials and textures next. Still getting used to marmo 3 and its POWER. I will try a Key Shot version for the final aswell.

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Texture Update:

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PostPosted: Sat Jul 29, 2017 10:22 am 
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something's really off with your ground texture, looks like mud right now, and not very good at that


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PostPosted: Wed Aug 02, 2017 9:18 am 
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Joined: Fri Apr 22, 2005 12:11 am
Posts: 528
Location: Seattle, WA
Thanks for the feed back Nood, it helped me out alot! Heres my 3 final projects for this summer semester:

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As always more here:

https://www.artstation.com/artist/waedoe

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PostPosted: Sat Aug 05, 2017 3:09 pm 
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Damn, they look much more natural now. GJ!

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PostPosted: Sun Oct 08, 2017 7:07 pm 
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Joined: Fri Apr 22, 2005 12:11 am
Posts: 528
Location: Seattle, WA
1911, K98 Student game im working on. Focusing on primary forms then texturing secondary forms. I'm really learning the internals of guns now so I'm trying to model them more accurately :D :rocket:

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PostPosted: Mon Oct 09, 2017 8:11 am 
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@Waedoe Nice start on the K98, but still needs some work. Stock shouldn't be a perfect mirrored object, it's only depressed on the right for the bolt handle. The disc on the stock is where the rear sling would loop through the stock, and the disc itself shouldn't be so large and exaggerated cut. Bolt sleeve could use a bit more smoothing/ beveling for the edges, while the receiver looks a bit too soft.
Here's more refs: https://drive.google.com/file/d/0B50_SZ ... sp=sharing

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PostPosted: Tue Oct 10, 2017 7:10 pm 
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Thanks red rogue ill definitely tighten up the graphics and fix proportions!. As for the in cut near the trigger the 1943 k98 that I own actually has the finger/ bolt indent on both sides, I can post pictures. I am still practicing primary forms such as cylinder box extra first then refining, The front sight is also a little large and I will scale that appropriately. Thanks again ill post correction tomorrow!

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PostPosted: Thu Oct 12, 2017 9:02 am 
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Moar I took many of your points into consideration, LP normaled is on 4096 maps and is at 16k triangles

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Also im working on a student game so modeling a lot of props :D :rocket: :giggle: :meditate: :idea:

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