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Posted

Thanks for the comments guys!

Nysuatro and D3ads, when I have the time, I'll see if I write a small tut on modeling hard surface high polys, and using floaters, etc.

here's something I did for a speed texturing compo over at game-artist.net

Render:

STC41render.jpg

STC41textures.jpg

Posted

Yeah, it's a face with two tris! :)

I'll post a wire of the HighP, I can even share the .MAX if you guys want to take a peak at it, and/or the PSD's.

Posted

you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop.

the texture could also benefit from some subtle variety in colour on diffuse and spec (scratched parts for example).

nice work though :)

Posted

you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop.

Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map.

Thanks dude! :)

Posted

":sk90fzt1]Sorry Pampers, but I don't really understand what you mean. Could you elaborate on that?

if you have a layer with scratches etc on it you could invert it and set the layer blend to multiply. Desaturate the paint and rust layer and give the paint a bit more brightness than the rust. Then you pass the layers through the nvidia normalmap plugin and overlay it over the original normalmap

Posted

Ah. so that's what you meant!

Yeah man, Lot's of people do that, and I did it in the past (I used that technique with the crate, although very subtle), but I found that it doesn't really work very well, it also really depends on what engine you're using to render your stuff. A good specular should be enough to give it a little bit of depth illusion to the scratches. After all, it's scratches, not indentations on metal. Which is also a good thing to do on this kind of stuff!

Btw, the worflow you mentioned is correct, but it's not enough to just put that generated normal map on overlay. After that you should go to curves, and put the blue channel to 128.

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