And the one consistently missing the point is you.
You don't need stronger brushes. You need to put the ones you're already using to better use.
It can be salvaged.
First off, try creating a base metal texture that covers everything, this saves alot of time and you can focus on making the metal consistent and real.
Second I am going to give the benefeit of the doubt and assume you have some sort of shader applied that is making that metal look shiny, and you did not blatantly texture shine onto the weapon. If you did texture shine onto the gun just know in the future that is a big no no on the diffuse as there are obviously other maps that do this for you.
Finally, you're at least trying to think and not spam scratches everywhere, which is a habit you should keep.
I find looking at extreme cases of gun damage and terrible ownership on google can show me where scratches form regularly on guns and how they form. Thanks to it being extreme cases of damage, the scratches are also usually at their peak so you know when youre using too many forms of wear and tear. To make sure your texture is interesting, you cant make the gun dull, shiny and stock... I always aim for a somewhat regularly used gun mindset.
Keep working, everything improves in time if you make the iniative to find the knowledge.
Last edited by Crackers; July 27th, 2010 at 02:28 PM.
Looks decent to me, but Im not texture artist (or artist tbh)
Although, I see people say not to paint on pre defined lighting.
This is the only thing I'm going to dispute; there is absolutely nothing wrong with previous-gen texture work (i.e. diffuse-lit). I know people who can make a 1500 poly, diffuse-lit weapon look better than the latest 'hyper-realism', shader-lit pieces. It was made for older engines anyway, so shader-lighting it would be pointless.
ive got to go with ross here, i perrsonally really like the diffuse-lit style he's got atm.
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