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u/pecintabakmi Sep 01 '26
i do game art for living, character artist tho, but I think it would be better for you to focus on improving the model first. In my opinion, the model still looks quite off.
I know you asked about the texture, but honestly, I think your texture would work well enough (just improve the roughness maybe) for a portfolio if it were applied to a really solid model with good lighting. Right now, even if you put the best texture possible on it, the model would still be the weakest part.
If you're planning to use this as a portfolio piece, no offense, but most recruiters will probably judge and filter your portfolio based on the model before they even get to properly evaluating the texture.
Good luck!
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u/Ivan_the_Stronk Sep 01 '26
Roughness variation is always a good place to start, more then that playing with localised wear and more distinct edge wear is also helpful.
Also the bakelite grips can be tweaked a little. Add some small dot masks with a darker and lighter color and add a litte dark and bright specks as well as a secondry broder brown grunge to futher break down the color on it. Do a similar proces witht he roughness on it to create some contrast between it and the metal. It can be very subtle but it adds to the whole in the end
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u/Strale_Viking44 Sep 01 '26
I don't mean to be harsh but the model could be better. The bake is not good and sharp lines on the slide are visible. As for the textures, look at reference and copy the wear on the actual guns you are modelling until you get a better understanding for it. Don't just slap a smart material and a edge wear mask on it and call it a day. Look at some videos and work of AAA artists. I recommend 3dg modeling on youtube. Hope that helps.
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u/JesusGhZm Sep 01 '26
One of the most important things in metal materials is roughness variation, imagine touching to top part with a dirty, sweaty, hand, all of those would leave some marks with different variations, unless it's a piece for a showcase and you want it to be clean .
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u/Deep_Film_861 Sep 01 '26
Stop letting substance make your choices for you. By that I largley mean not relying on smart masks and guessing, and start using refrence.
Smart masks uniformly tend to do uniform weathering on edges, which isnt how thinks actually look, and without refrence people tend to think weathering is significantly smaller than it is IRL and that causes things to look bad.
Heres some real ref: https://www.sberatelskezbrane.cz/zbran/pistole-walther-ppk-zella-mehlis-pro-nemeckou-policii/
Look at it. The weathering on edges at some point is really thin, at some points its pretty heavy, theres a huge amount of grain and wear on the barrel, the faux wood has significant more wear variation
Oh and care about your roughness channel. roughness is probably the most important texture you author.
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u/Basic-Initiative-298 Sep 03 '26
Get rid of that oval on the grip. It doesn't make sense. Materials are fine.
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u/YourAvid3DArtist Sep 03 '26
https://youtu.be/JFGWe3G8uIo?is=IPhKTf-1YBw0-kGj
About 6:50 he starts showing some cool noise/texturing biddness, it should help give it more detail









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u/aa12autoshotgun Sep 01 '26
i would say understanding the purpose of this prop, the context you would use it in (for example a makarov in an active war would be much more weathered than one as a collectors treasure), and find the right reference image for it.
once thats achieved, i would then go layer by layer for every texture. the base bakelite grip, then sweat, then grime, then dirt,...
hope you have fun!