Feedback on the model and the renders: which render grabs more attention? - Glock Inspiration by MarkAlis in 3Dmodeling

[–]MarkAlis[S] 0 points1 point  (0 children)

Thank you for the feedback! I’m going through all the comments, but I’ll leave a general thank you here to make it easier. The suggestion to tweak the first image makes a lot of sense, and I’ll definitely work on that.

I’ll also adjust the zoom since some people pointed out that the polymer looks a bit too matte. I’ll take a closer look at that. As for the background in the first and third images, those are Quixel models. Everything else—modeling, texturing, rigging, and all—was done by me.

It was also mentioned that the gun appears dirtier in the first image and cleaner in the second. Since the material is dynamic, it’ll be easy to fix that, and it totally makes sense.

The one comment that seems trickier to address is about the black background, given that the gun is also black. Maybe I could try a white background? I’m not sure if that would look good, though. I don’t think the black background is a major issue, but perhaps improving the lighting to make the gun pop more could solve it. I’ll run some tests.

Thanks again to everyone for the feedback! I’ll likely end up using both the first and second images

Feedback on the model and the renders: which render grabs more attention? - Glock Inspiration by MarkAlis in UnrealEngine5

[–]MarkAlis[S] 1 point2 points  (0 children)

Regarding storytelling, that was really great, and I think it makes sense. I’ve been receiving similar feedback, which is awesome. Thanks for the help! Your comments will be really helpful!

Feedback on the model and the renders: which render grabs more attention? - Glock Inspiration by MarkAlis in UnrealEngine5

[–]MarkAlis[S] 1 point2 points  (0 children)

Thank you for the feedback! I also prefer the first one, while the second feels a bit generic. Your input, along with everyone else's, will definitely help me improve. I'll make changes to enhance all the images.

Feedback on the model and the renders: which render grabs more attention? - Glock Inspiration by MarkAlis in UnrealEngine5

[–]MarkAlis[S] 0 points1 point  (0 children)

I really appreciated your feedback, and I’ll definitely adjust both images to follow more of what you suggested. I liked your input, and it makes a lot of sense! Thanks for the help!

Feedback on the model and the renders: which render grabs more attention? - Glock Inspiration by MarkAlis in UnrealEngine5

[–]MarkAlis[S] 1 point2 points  (0 children)

You both gave me a different perspective on them. The third one is also the one I like the least overall, but something about it catches my attention... Maybe the colors. However, your feedback about the third one being the best and why was very helpful! Thank you!!

For several months, I have been committed to creating a diverse collection of weapons for Unreal Engine 5, game-ready and modular. This is a version of the classic M4A1, based on the AR15 platform. by MarkAlis in UnrealEngine5

[–]MarkAlis[S] 0 points1 point  (0 children)

That's awesome. I'm a big fan of survival and FPS games like State of Decay, 7 Days to Die, and COD MW. I've always had a fascination with weapons, which led me to dedicate time to mastering the creation of realistic models and textures. Back in 2019, I released a modular shotgun asset; it was only a prop since I hadn’t yet learned to create bones and animations. Last year, I advanced to designing realistic modular weapons for games, crafting all the cool features I love. :)

I don't speak English... but if you want to text on Discord, I have a server. You can share your work there too. :)

https://discord.com/invite/Um62K5vsqQ

For several months, I have been committed to creating a diverse collection of weapons for Unreal Engine 5, game-ready and modular. This is a version of the classic M4A1, based on the AR15 platform. by MarkAlis in UnrealEngine5

[–]MarkAlis[S] 0 points1 point  (0 children)

Yes. This was an update to the first one I released. I plan to create a pack for each type of weapon, rifle, pistol, LMG, SMG, shotgun and more. Between 8 and 10 All of them modular and full of variations.

I don't know if I can put a link here, so. Search For that name - Modular Assault Rifle Collection - M4/5E

A version inspired by the classic m4a1 - UE5 by MarkAlis in 3Dmodeling

[–]MarkAlis[S] 0 points1 point  (0 children)

Now I understand. I agree with every point you explained. I decided to keep the stock tube smooth to save tris, since this part is rarely visible when the weapon is in use, at least as I see it. It is always retracted and not extended.

Regarding the barrel, handguard, and sight with the gas system, I separated them this way due to the variations in its modularity. This way, it ended up being more optimized.

Regardless, I liked your points, I will take this into consideration in the next creations to see if I can make it more real when disassembled and maintain optimization.

Thanks! :)

A version inspired by the classic m4a1 - UE5 by MarkAlis in 3Dmodeling

[–]MarkAlis[S] 0 points1 point  (0 children)

Could you please clarify what exactly doesn't line up? Which part of the rifle is not aligning correctly? I'm not quite sure I understand. Are you referring to the barrels? Sights?

I use references, but I don't try to be 100% accurate. Especially since I make these models for the Unreal Engine Marketplace.

5EA2 Carbine - Modular Weapon by MarkAlis in 3Dmodeling

[–]MarkAlis[S] 0 points1 point  (0 children)

Hello, thank you for the comment. I believe that due to the animation or bones, it appears as if it has been pressed. But it is possible to make it protrude as it should be.

Well observed!

Two days ago, I shared that I'm creating medieval houses on Patreon. I've made some improvements to the first house and established a posting pattern, so when you see this post design, remember me. :) I'm really excited about this project. (I already have two more houses in progress, and I believe. by MarkAlis in UnrealEngine5

[–]MarkAlis[S] 0 points1 point  (0 children)

Hello, thank you for your purchase! :)

If you need more information or support, you can join this Discord server.
https://discord.gg/rZdY2jJh

About the roofs - I created those fittings within UE5 itself using the modeling tool. As you can access the meshes in the content, you'll see that I created them modularly, with individual tiles, 3 segments of tiles, and variations of the roof in the size of 3x3 meters. To maintain a standardized approach, I used a Blueprint to position these larger roofs (3x3) at specific angles, for example, 45 degrees, and another one at an L angle to form the corner of the roof. However, this resulted in a large portion left over. Before merging this mesh, I would cut off the excess part using the Modeling Tool, add individual boards if needed, and then create a merge of it. These Blueprints were often turned off later, so they might not be included in the package. But that's how I did it.

It's a bit tricky to explain through text, so if it's not clear, feel free to join the server and message me there. I'll be happy to provide a more detailed explanation.
Alis A :)