PogoP Posted September 19, 2013 Report Posted September 19, 2013 True, and normally when people make new threads they often get overlooked. You can guarantee people will be reading this every time a new post is made. Quote
TarrySruman Posted September 19, 2013 Report Posted September 19, 2013 "This looks like leather now" is definitely a big problem when making metal, I've found Quote
Steppenwolf Posted September 19, 2013 Report Posted September 19, 2013 (edited) Made a Walther PPK for practice. Texture too clean? I kinda always struggle between too cartoony or too noisy when i try to push my textures more. edit: ah shit just realised the wireframe is slightly visible in these shots. gonna post some more when i put final touches on the texture Edited September 19, 2013 by Steppenwolf iwxanthi, knj, Minos and 7 others 10 Quote
penE Posted September 19, 2013 Report Posted September 19, 2013 Really nice Steppenwolf! Was inspired a bit by mino's tutorial on modularity and wanted to goof around. So hurray, generic sci fi corridor: Would love to turn it into a proper scene and to give the place some more story/history. mjens, Dejavo, El Moroes and 4 others 7 Quote
kikette Posted September 20, 2013 Report Posted September 20, 2013 I love your style. Your colors are always very original... It's hard to describe but it creates a nice effect ! Quote
knj Posted September 20, 2013 Report Posted September 20, 2013 (edited) SteppenWolf, its looking good, but work on the material, unless you want it to look like plastic toy but i assume you want to be more like metal. Edited September 20, 2013 by knj Quote
penE Posted September 20, 2013 Report Posted September 20, 2013 I love your style. Your colors are always very original... It's hard to describe but it creates a nice effect ! Thx, means a lot to me coming from you . Quote
Steppenwolf Posted September 20, 2013 Report Posted September 20, 2013 (edited) SteppenWolf, its looking good, but work on the material, unless you want it to look like plastic toy but i assume you want to be more like metal. As i said i'm struggling a bit with it. If you have any tips i have a open ear. When i push the edge wear and scratches more it tends to look like oldschool texturing, more painted on then actual wear. When i go down with the specular sharpness then fine details like the fingerprints disappear. Hard to find the right balance. The grips i need to beat up a bit and perhaps add some of it to the normal. Also need to change specular color. In all my refs it reflects white light not the orange color of the grip itself. Edited September 20, 2013 by Steppenwolf Quote
PyroGXPilot Posted September 20, 2013 Report Posted September 20, 2013 can you show diffuse/norm/spec penE Quote
knj Posted September 20, 2013 Report Posted September 20, 2013 Steppen, i thing you only need to work on your spec a lil more, add to the spec some scratches and metal texture to it, give it a lil bit bluish tint and it should work ok Quote
penE Posted September 21, 2013 Report Posted September 21, 2013 can you show diffuse/norm/spec penE I'm not really using a diffuse for the materials . Instead I multiply the red channel of this texture with the vertex colors of the mesh and use the alpha to mask out the dirt, which I then can give a seperate color in the material. Blue Channel is Spec, green glossiness, but they probably still could use some work. So yeah, the combination of all that looks somewhat like this: Normal: So that's the trim sheet I'm using all over the place. Using the same technique for a wall texture and the floor. e-freak and Dejavo 2 Quote
Steppenwolf Posted September 21, 2013 Report Posted September 21, 2013 ok i consider this finished now General Vivi, mjens, knj and 10 others 13 Quote
knj Posted September 22, 2013 Report Posted September 22, 2013 yes, still subtle but selling metal look Quote
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