Welcome to my Polybook.
I will primarily focus on hard surface modeling and hand painted textures.
Feedback and criticism are always appreciated especially when it comes to the textures.
And we are starting of with:
This project took me about 25 hours to complete, 5 of it i wasted to create the texture. I just had no clue how to approach it.
The model with an empty magazine has a total of 8,430 triangles and , each bullet has a very high triangle count of 1,088 (for close ups)
I am really happy with the Model, not so much with the texture.
It took me about two Hours to finish this project, one hour the mesh and one the texture. With a shy amount of 602 Triangles i made it as optimized as i could, (almost) perfect as a game asset.
The diffuse and the spec map are both 1024px. No Normal map was used. The drawn details are subtle, maybe too subtle?
pprojekt154 You're right; they are too subtle. I don't think it's nearly as shiny as it should be, either.
pprojekt154 Love the detail in the mecanical workings of the pistol, was it a challenge to make the separate objects "fit"?
n3b Not really. I started with the grip and from that point on it flowed pretty well, it was time consuming though.
williamatics it is reflecting the background that i set to transparent, a bright blue sky. See that little spot at the end of the grip ? that is how shiny it can get. Here is a render just for you without the background and a light hitting it directly :
This is a replica of Valeera's sword daggers from Heroes Of The Storm. I tried to make it as identical as possible while keeping the performance in mind for a game engine. The model has 694 triangles in total and a Diffuse and Spec texture map of 1024x1024, no normal map. The mesh took me about 2 hours and the texture about 6-7.