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Posted (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:

Zs7gi.jpg

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 by penE
Posted (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 by seir
Posted

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...

nOADU.jpg

why would you use another uv channel btw?

Posted

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.

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