Mk II Frag Grenade [Low Poly]

After 7 years of absence from Substance Painter, I’ve decided to delve into it once more but this time with a different approach and goal. Initially I planned to texture a serviceable grenade with just a few scratches here and there, but in the end I’ve decided to challenge myself and opted for a severely beaten and neglected grenade that barely passes as a safe-to-operate device. I’m sure the model and rendering itself can be improved substantially hence I can’t wait for your critiques. Grenade model consists of 2498 triangles.













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I featured you on BlenderNation, have a great weekend!

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Wow, that is really nice of you. This means a lot to me, thank you wholeheartedly.
Not complaining or anything, however, I have to say that I was not expecting this at all but rather some guidence and critique from others.

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Tri count is about right to maintain that signature ‘pineapple’ fuse handled silhouette, without any noticeable faceting at LOD0 but the overall damage is quite unrealistic.

And even if your goal was further extension of all relevant mask - layer passes because without separation between high and low frequency shapes, seen as a whole becomes nothing more than a non- readable mish mash of textured 'noise, applied too an object manufactured using a material that received widely varied treatment i.e. stamped and cast steel.

So for more indepth info in terms of texture theory - Racer445’s Sword Texturing Tutorial ·2011

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The sort of helpful critique I was expecting. I agree with you, the model looks overly saturated with bumpiness and damage to say the least even for a worn and torn weapon of destruction. Thank you for your insightful direction and critique.