[Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

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Mats391
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mats391 »

Well I just wanted a pony skin for Stryker :D
I think getting the color close enough wont be that hard. Making a new UV and texture for Stryker would be quite a task.
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Mr.VdHeide
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mr.VdHeide »

Ye, don't worry about the color. I don't know what software you will use to texture this model, but in photoshop one can easily aply an adjustment layer that can change the green a color a bit. (or a lot if needed) ;-)

Also, before you start texturing. Can you show us your UV layout?



D.J.
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Major_Cookie
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Major_Cookie »

[R-CON]Mr.VdHeide wrote:Ye, don't worry about the color. I don't know what software you will use to texture this model, but in photoshop one can easily aply an adjustment layer that can change the green a color a bit. (or a lot if needed) ;-)

Also, before you start texturing. Can you show us your UV layout?



D.J.
I only use texturing Substance Painter for texturing. For picking color i dont have a problem.
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UV is only fast-packed for use to put simple color. This will be rework and use overlaps
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Mr.VdHeide
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mr.VdHeide »

Ye that UV looks okay as a base to start from. You could scale some of the UV chunks down and up a bit depending on the amount of detail they require. Also. The packing seems way to dense on that sheet. When you work with a high resolution sheet it is not a problem, but since this sheet will probably be scaled down to 512*512 it might cause pixel bleeding. Though most of the parts are all just green.



D.J.
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Major_Cookie »

[R-CON]Mr.VdHeide wrote:Ye that UV looks okay as a base to start from. You could scale some of the UV chunks down and up a bit depending on the amount of detail they require. Also. The packing seems way to dense on that sheet. When you work with a high resolution sheet it is not a problem, but since this sheet will probably be scaled down to 512*512 it might cause pixel bleeding. Though most of the parts are all just green.



D.J.
UV packed by 3 pixels between the islands
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Mr.VdHeide
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mr.VdHeide »

All right, but what is the sheet's resolution? On 512*512 it should be okay I guess, but if your sheet is set to 1024 or even 2048 then it might cause issues when scaling it back to 512*512.



D.J.
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Major_Cookie »

[R-CON]Mr.VdHeide wrote:All right, but what is the sheet's resolution? On 512*512 it should be okay I guess, but if your sheet is set to 1024 or even 2048 then it might cause issues when scaling it back to 512*512.



D.J.
Ok. Res of this might be 1k. So. How many pixels between the islands I do?
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Mr.VdHeide
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mr.VdHeide »

I would texture this on a 1024 sheet and then scale it down to 512. If you have 4 pixels in between on 1024 then you should be more then safe. Though I am not really an expert on texturing, just make sure to have a bit of spacing in between the islands.


D.J.
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Mats391
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mats391 »

We have the psd for Stryker texture, so getting the turret texture to fit should not be an issue. Either adjust turret or body
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Major_Cookie »

Some updates from today
IRAY:
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Imported to BF engine:
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Mr.VdHeide
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mr.VdHeide »

Good job, looks awesome!

Add a bit of dust and the texture looks ready to go.



D.J.
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Major_Cookie »

Some update with dust. Added a bit, because I didnt want to spoil the main texture
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Mineral
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Post by Mineral »

Really could use a AO bake

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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mats391 »

Looks good. The smoke launcher in middle seems bit low quality texture tho.
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Major_Cookie »

[R-DEV]Mineral wrote:Really could use a AO bake

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Hm. Where then to connect this? AO is used everywhere as a separate one. Here I use only _c and _b map. On _c map i use alpha channel with metallic map from Substance

Ok. With AO
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I will think about launchers
Last edited by Major_Cookie on 2017-04-30 10:47, edited 1 time in total.
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Mineral
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Post by Mineral »

Just overlay AO over diffuse

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Mats391
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mats391 »

Major_Cookie wrote:Hm. Where then to connect this? AO is used everywhere as a separate one. Here I use only _c and _b map. On _c map i use alpha channel with metallic map from Substance

Ok. With AO
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I will think about launchers
What do you mean with the alpha channel? The alpha channel should either be empty, so you can save as dxt1, or contain the specular map for shinyness. Best practice right now would be _c with no alpha as dxt1 and high resolution, _b with alpha as dxt5 and lower resolution. That way getting good quality texture with less memory used.
Been some time since I applied AO to a texture, but I think I multiplied it with the _c.
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Mineral: TIL that Wire-guided missiles actually use wire
Major_Cookie
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Major_Cookie »

[R-DEV]Mats391 wrote:What do you mean with the alpha channel? The alpha channel should either be empty, so you can save as dxt1, or contain the specular map for shinyness. Best practice right now would be _c with no alpha as dxt1 and high resolution, _b with alpha as dxt5 and lower resolution. That way getting good quality texture with less memory used.
Been some time since I applied AO to a texture, but I think I multiplied it with the _c.
Alpha - i mean metallic map (specular map for shinyness).
Ok. I will remake it. And with smoke system :-D
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Mineral
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Mineral »

metalic map doesn't work in our engine. Needs to be old school specular.
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Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]

Post by Rabbit »

bumping mcbumperson?
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