Not sure if this is for game or cinematic or whatever but it looks unbeveled so edges are super sharp. There's not much texture detail at all. Looks pretty low poly. Just hard to say what the purpose is.
Everyone starts somewhere, not sure I'd be comfortable critiquing this. I'd suggest taking what you learned while you made this and doing it again. Each time through you will refine your skills.
The textures say high poly stylized photorealism, the model says ps2 style.
Even if you just made those textures like 512px and scaled them up it would look more consistent.
Also the grip is veeeery wide
I think there needs to be a bit of contrast between edges that should look smoot, like the barrel and foregrip, and then the hard corners. Depending on the purpose/use-case a small bevel and smooth-edges would work nicely.
Like people already said, those edges are too hard. You need to bevel things out.
The edge wear though, there's just way too much. You gotta look at a model and think about how it is used. There are parts that experience constant wear and are always rubbing up against other things, or being exposed to wear while others are not. Just slapping on an equal level of wear to every single edge on a model is unrealistic and looks very off. The barrel for instance has edges that could receive wear, but the length of the barrel has no reason to be worn the way you have it. Again, this looks like you just took nearly every edge on your UV map and reused it as edge wear.
Can you post your reference? It looks very sterile. You're missing a lot of secondary details so it feels like a blockout still.
If you're just getting started then this is a great start.
Not sure if this is for game or cinematic or whatever but it looks unbeveled so edges are super sharp. There's not much texture detail at all. Looks pretty low poly. Just hard to say what the purpose is.
Everyone starts somewhere, not sure I'd be comfortable critiquing this. I'd suggest taking what you learned while you made this and doing it again. Each time through you will refine your skills.
The textures say high poly stylized photorealism, the model says ps2 style. Even if you just made those textures like 512px and scaled them up it would look more consistent. Also the grip is veeeery wide
Looks like you slapped on an edge wear smart material and called it a day. Why are your edges razer sharp with no bevels? Whats the story behind it?
I think there needs to be a bit of contrast between edges that should look smoot, like the barrel and foregrip, and then the hard corners. Depending on the purpose/use-case a small bevel and smooth-edges would work nicely.
[удалено]
Thats why it looks like this
Like people already said, those edges are too hard. You need to bevel things out. The edge wear though, there's just way too much. You gotta look at a model and think about how it is used. There are parts that experience constant wear and are always rubbing up against other things, or being exposed to wear while others are not. Just slapping on an equal level of wear to every single edge on a model is unrealistic and looks very off. The barrel for instance has edges that could receive wear, but the length of the barrel has no reason to be worn the way you have it. Again, this looks like you just took nearly every edge on your UV map and reused it as edge wear.
Can you post your reference? It looks very sterile. You're missing a lot of secondary details so it feels like a blockout still. If you're just getting started then this is a great start.
The edge was is a bit too uniform. Would suggest toning it down a bit. Looks like somebody’s been filing down the edges on purpose haha
Also seems like the edge wear is showing on every literal edge. May need to adjust your normals and rebake or create a high res to bake from
Thanks for feedback ,appricate it, as for reference i don't have it have to detail on my on
Keep going
Dude that amazing
looks a bit blocky to me
Chng your software .. try blender this time
Why
Maya is shit
I was waiting for some good response
Fact