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DeadPixel and Macroane's mesh minus the foregrip that was originally provided, I removed it to accommodate for the mod I was making.
Yes the texture with the wooden grip is garbage, because 1: I can't texture wood for shit, and 2: The AO bake came out wrong.
Also textures are in .tga and model is in .obj, because I can't be screwed to change it.
Also the glowing areas aren't my fault, it's just a bug in Marmoset and it won't appear ingame.
if you never paint static lighning you sure need a proper normal, from hight or baked, and for source engine some good phong setting, though if you dont add static lighning you sure can change the plainness and work on color/scratches, so far your keep up the work.
Thanks a bunch mate, your crit is very detailed and helps a lot. I'll take all of that into account, except for the following areas:
The third texture, with the grip and mag, was the one with the bad AO bake. I baked it myself, but for some reason, edges came out jagged and the grid thingies on the sides of the mag came out black, so I had to delete the AO in those areas.
Lighting: I NEVER paint my lighting onto my textures, it looks good in renders but as soon as it's in the engine it looks like garbage and really breaks the immersion. I know I'll be hated by some for saying that, but the painted-on lighting method is the method that most of FPSB uses, and it looks like shit in CS honestly, there are several models around here that have no lighting on the textures and work fantastically.
Normal mapping, I'll try doing that again but deleting the scratch and wear layers, they look like retarded warts or something lol
Speculars have since been fixed, although I still think it needs to have a higher contrast.
@Jason9jason; Your crit is appreciated, but as I said, the glowing areas AREN'T my fault, I asked a fellow modeler about it, and he said that glowing areas do occasionally appear on random triangles. Also I imported the model to Fallout 3 and have confirmed there are no glowing areas.
Also planning on adding some scratches to the receiver, looks far too plain.
Anyway thanks for the comments guys.
First sight the texture is really plain, to much random damage and no specified damage, the brush you took is also weird imo to make endings. Also your texture got lack on color's, your texture doesn't got colors at all only on the wood handle and the bullet, though you said that the AO where rendered wrong it you could better made a good version and added it, as it is now there is no proper lightning on this texture. And the variation from dark gray to light gray back to dark gray is strange, i would keep it in one single gray and or not so huge difference between the grays, so ya you need to work allot on your texturing.
as from here it seems that you normalled the diffuse, so the wrong way, though bcs your texture is rly plain the normal looks some way a bit from hight, a good tip you don't need to normal map everything just the things that aren't modeled, here's a example from a hight normal map and a diffuse, as you can see i just bumped the things that aren't normalled:
So from diffuse normal mapping is wrong, from hight the right way, here's a example of a hight map (other skin though don't got it from the posted above)
The specular maps are to bright it needs more material definition and need to point the scratches and damage more out in this case its wrong, so ya darken it a bit more, here's example of a right specular map:
Its a start but it needs allot of changes. Hope to see more in the future
The glowing areas are your fault, your specular map is 99% made up of 2 tones of grey.
you need variate it more some places scratch harder and deeper than others. its monotonus., brighter on the edges and darker as you move in. the none scratched areas as also a bright grey, the engine is gona pick this up as a refletion when it shouldnt be, it should be dimmed
id also try to smudge some of the edges of your normal map, it might be perfect but it should be beter than having the hard edges.
hope this helps.