penE Posted October 27, 2012 Report Posted October 27, 2012 (edited) haha, yeah it's still very blocky atm, just more of a texture test, to see how they work in the engine. Actually it would be kinda fun to see how an all normal mapped, 2048² res textures minecraft could look like. @Jenno: yeah, I've already tried to work on that a little, so thats how the planks look like atm: Still no strong highlights and shadows on the edges tho, just some more shading. Maybe I'll get back to that (and the other textures) once I got better in doing that kind of a style. Edited October 27, 2012 by penE Thrik 1 Quote
2d-chris Posted October 27, 2012 Report Posted October 27, 2012 dude, you sir, are nailing it BIG time, that's so nice <3 Quote
ElectroSheep Posted October 27, 2012 Report Posted October 27, 2012 Yeah, that's look a lot like the concept My turn, I'm on the way to finish the diffuse of my shotgun : mjens 1 Quote
ElectroSheep Posted October 29, 2012 Report Posted October 29, 2012 Bump ! This is the Spas12 with Diffuse, Normal and Specular map (looking for a gloos map but I'm not really aware of this) I think it's a bit to dirt /damaged. Quote
mjens Posted October 29, 2012 Report Posted October 29, 2012 (edited) I think you need to make it more scratchy on the top there carved holes are. Very clean. The rest is good - I prefere dirt that shows somehow a history of usage, custom upgrades by user (with tape or cutted) and so on. Nice job! I'm stuck with my hipoly rifle, no time to make it The handler looks very unused for me and the colors are like from different palette I mean ther are far away from each other - that blue metal don't fit with the green parts. Maybe use one blue metal? Edited October 29, 2012 by seir Quote
ElectroSheep Posted October 29, 2012 Report Posted October 29, 2012 I guess it's because of the specular color. Should use the same blue on the handler than the rest on the dark metals parts. Quote
ElectroSheep Posted October 30, 2012 Report Posted October 30, 2012 Bump ! Here another one : Now it's time to make a good render. Quote
mjens Posted October 30, 2012 Report Posted October 30, 2012 Nice! How about paiting some AO? You can make a second mapping channel and use it for AO. There's a need to overpaint a bit the lighting render from 3DSMax... Quote
Rick_D Posted November 5, 2012 Report Posted November 5, 2012 Nice! How about paiting some AO? You can make a second mapping channel and use it for AO. There's a need to overpaint a bit the lighting render from 3DSMax... why would you use another uv channel btw? Quote
mjens Posted November 5, 2012 Report Posted November 5, 2012 why would you use another uv channel btw? Yep, there are few ways to get it done: 1 - 2nd UV channel with no overlapping faces to get a nice AO and additional mask for some details and stuff (4 channels to use) 2 - AO bake to vertex painting - requires additional edges to make it less shitty but still it's away 3 - diffuse overpaint if there's no collision with overlapped faces that will cause artifacts UV seems to be heavy because of another texture to the memory but it can be diff_size/2 texture so it's not a tragedy. As I already wrote you can use few channels as masks for details to blend stuff, add mesh painting layer or something. Quote
ElectroSheep Posted November 5, 2012 Report Posted November 5, 2012 (edited) I don't think I need a channel for AO in this one. (update soon) Edi : Ok so some update today. i'm reopening 3D coat and it's fun ^^ Edited November 5, 2012 by 3Dnj Quote
knj Posted November 5, 2012 Report Posted November 5, 2012 i would chip off more of the paint on the handle, where those holes are Quote
the0rthopaedicsurgeon Posted November 7, 2012 Report Posted November 7, 2012 (edited) I finished texturing the last of my car props. Are there any tutorials for texturing cars out there? All I can find are just for editing skins for specific racing games rather than making them from scratch, which I'm not good at. Edited November 7, 2012 by the0rthopaedicsurgeon Quote
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