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-kodiak-
Posts: 162
Joined: 2009-04-05 23:00

Re: scar light mk16

Post by -kodiak- »

Started texturing the Dragunov :) Still wip.

Just a screen grab from max's viewport.

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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: scar light mk16

Post by Tim270 »

Pretty sick.

Two things right now imo; Metal needs to be pushed harder in the spec and gloss and the rubber slightly darker in the gloss but with more specular interest if that makes any sense.
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Broad white highlights on the metal, while very matter/noisy highlights on the rubber. Right now yours are too close as materials imo.
Second,
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Bolt and scope could go harder in the spec and esp the gloss.

Looking awesome though, keep at it.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: scar light mk16

Post by J.F.Leusch69 »

didnt you already do the SVD :P ?
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: scar light mk16

Post by tankninja1 »

I don't see why the US factions wouldn't have this, after all the German Army faction has a weapon it is currently in the stages of deploying, the puma.
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: scar light mk16

Post by Amok@ndy »

tankninja1 wrote:I don't see why the US factions wouldn't have this, after all the German Army faction has a weapon it is currently in the stages of deploying, the puma.
puma is already delivered and deployed
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Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: scar light mk16

Post by Zemciugas »

tankninja1 wrote:I don't see why the US factions wouldn't have this, after all the German Army faction has a weapon it is currently in the stages of deploying, the puma.
Only the special forces got the Scar L and H and they dumped most of them except a few H dmr variants iirc.
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RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: scar light mk16

Post by RedAlertSF »

This model is amazing. You're really good at this. :p
-kodiak-
Posts: 162
Joined: 2009-04-05 23:00

Re: scar light mk16

Post by -kodiak- »

@RedAlertSF - hey thanks man. I do try my best :) I'm using specs that would fit with BF2. I decided rather than make guns that would fit todays FPS games. I'd try and make guns that look as good (or close) as todays FPS games but are on a waaaay smaller poly and texture budget.

Update on SVD texture

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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: scar light mk16

Post by lucky.BOY »

Just Wow..
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: scar light mk16

Post by Tim270 »

Not a huge fan of the dirt, it just feels noisy and loses all the nice shapes. Imo the main problem with it is still too much grunge in the spec, thus you get no nice smooth reflections off the metal it is all cloudy. The rubber could really do with some scuffs by painting in dark scuffs in the spec on the rubber.

I also still feel your materials are not there, currently on the updated pic your rubber is getting a stronger and thicker highlight than any of the metal parts at all which needs reversing.

Are you using a gloss map?

Keep pushing it :p
-kodiak-
Posts: 162
Joined: 2009-04-05 23:00

Re: scar light mk16

Post by -kodiak- »

I haven't done much work on the spec still. Its still a WIP on the diffuse so I'm gonna leave the specular work until all the diffuse elements have been finished. I have to respectfully disagree with your critique about the dirt making it too noisy and losing detail... The dirt is built up around places that dirt and sand would build up but is scratched away on the raised surfaces leaving the raised areas contrasted against the sand. I do appreciate the comments you guys have been leaving. I will have to work the spec once the diffuse is finished. I will keep your comments in mind when I'm doing the spec :)
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: scar light mk16

Post by Tim270 »

Definitely start the spec asap. Leaving the spec as a afterthought is a big no-no for nextgen assets. I used to do the same but it really is a bad idea. Easiest way to start is just copy your whole diffuse layer(s) and go through it and tweak it. All these materials need specular attention to look right in viewport shaders or modern engines.
quick mat guide http://i.imgur.com/Izywu.jpg

As to the dirt, Its just too much, it looks kinda strange when the rest of the weapon has very subtle wear. Imo you need to focus way more on scuffs to the rubber and nicks to the metal's paint than on any dirt. Check this ref as a really good guide for it
http://images1.wikia.nocookie.net/__cb2 ... VD_IRL.jpg
All highly frequented areas of the gun a nicked and scuffed, especially the end of the barrel, note how there is not much wear on the rear of the receiver at all.

Also a cavity map would be really nice as you get highlights that look like this
http://i117.photobucket.com/albums/o56/ ... 0043-1.jpg
Good tutorial for them on the bottom of this page
Untitled Document

I really want to see you push it and take it to the next level :)
-kodiak-
Posts: 162
Joined: 2009-04-05 23:00

Re: scar light mk16

Post by -kodiak- »

Thanks for the input Tim270. I have already seen those tutorials and stuff you linked. The donald phan ambient occlusion is a great one. I don't know where you heard about making your spec map so soon... seeing as how you use your diffuse map as a starter for the spec and tweaking it... Do you have any links to a tutorial for texturing the way your talkin about?

I have always seen it done by making your base materials and grunge layers and then duplicating them to the spec (with level changes and what not added)

The way you explained it seems rushed almost. Maybe i'm not understanding exactly what your saying. I do agree with the materials needing to be changed but i'm not there just yet. I have normally done my specular in the later stages because it's a lot easier to control EVERYTHING in clumps ie... base metal diffuse layers over to base metal spec layers and then tweaking them...grunge diffuse layers over to grunge spec layers and then tweaking them... etc etc etc... i tend to have the good ol' ADD and need to see some big changes or i just get bored :)

I do see a point in what your saying that getting a good base for diffuse and spec at the same time could come in handy.... kinda makes me think now that i'm typing it all... maybe i'll give that a shot when I texture the scar light... seems like it could come in handy
-kodiak-
Posts: 162
Joined: 2009-04-05 23:00

Re: scar light mk16

Post by -kodiak- »

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-kodiak-
Posts: 162
Joined: 2009-04-05 23:00

Re: scar light mk16

Post by -kodiak- »

All these images are on my website http://jeffroussakis.wordpress.com/gallery/dragunov/
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Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: scar light mk16

Post by Spush »

Lovely work there mate. You considered helping out the PR team any?
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: scar light mk16

Post by Cossack »

Indeed man, you have skills and I bet DEV team always look for such talent ;)
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-kodiak-
Posts: 162
Joined: 2009-04-05 23:00

Re: scar light mk16

Post by -kodiak- »

Thanks guys. I would love to help out but i'm incredibly busy atm with work and personal contract work. I'm swimming in work :)

I wouldn't have a problem throwing this in a faction if they needed it but as for other assets I doubt i'd have time to complete something in a sufficient amount of time.
-kodiak-
Posts: 162
Joined: 2009-04-05 23:00

Re: scar light mk16

Post by -kodiak- »

Shipping container. Still keeping with the hard surface stuff :)

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