I think getting the color close enough wont be that hard. Making a new UV and texture for Stryker would be quite a task.
[Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
Well I just wanted a pony skin for Stryker 
I think getting the color close enough wont be that hard. Making a new UV and texture for Stryker would be quite a task.
I think getting the color close enough wont be that hard. Making a new UV and texture for Stryker would be quite a task.

Mineral: TIL that Wire-guided missiles actually use wire
- Mr.VdHeide
- PR:BF2 Developer
- Posts: 923
- Joined: 2014-09-16 10:16
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
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.
Also, before you start texturing. Can you show us your UV layout?
D.J.

-
Major_Cookie
- Posts: 26
- Joined: 2014-03-19 12:34
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
I only use texturing Substance Painter for texturing. For picking color i dont have a problem.[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.

UV is only fast-packed for use to put simple color. This will be rework and use overlaps

- Mr.VdHeide
- PR:BF2 Developer
- Posts: 923
- Joined: 2014-09-16 10:16
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
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.
D.J.

-
Major_Cookie
- Posts: 26
- Joined: 2014-03-19 12:34
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
UV packed by 3 pixels between the islands[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.
- Mr.VdHeide
- PR:BF2 Developer
- Posts: 923
- Joined: 2014-09-16 10:16
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
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.
D.J.

-
Major_Cookie
- Posts: 26
- Joined: 2014-03-19 12:34
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
Ok. Res of this might be 1k. So. How many pixels between the islands I do?[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.
- Mr.VdHeide
- PR:BF2 Developer
- Posts: 923
- Joined: 2014-09-16 10:16
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
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.
D.J.

- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
We have the psd for Stryker texture, so getting the turret texture to fit should not be an issue. Either adjust turret or body

Mineral: TIL that Wire-guided missiles actually use wire
-
Major_Cookie
- Posts: 26
- Joined: 2014-03-19 12:34
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
Some updates from today
IRAY:



Imported to BF engine:


IRAY:



Imported to BF engine:


- Mr.VdHeide
- PR:BF2 Developer
- Posts: 923
- Joined: 2014-09-16 10:16
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
Good job, looks awesome!
Add a bit of dust and the texture looks ready to go.
D.J.
Add a bit of dust and the texture looks ready to go.
D.J.

-
Major_Cookie
- Posts: 26
- Joined: 2014-03-19 12:34
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
Some update with dust. Added a bit, because I didnt want to spoil the main texture


- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
Looks good. The smoke launcher in middle seems bit low quality texture tho.

Mineral: TIL that Wire-guided missiles actually use wire
-
Major_Cookie
- Posts: 26
- Joined: 2014-03-19 12:34
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
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[R-DEV]Mineral wrote:Really could use a AO bake
Sent from my Nexus 5X using Tapatalk
Ok. With AO

I will think about launchers
Last edited by Major_Cookie on 2017-04-30 10:47, edited 1 time in total.
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
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.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
I will think about launchers
Been some time since I applied AO to a texture, but I think I multiplied it with the _c.

Mineral: TIL that Wire-guided missiles actually use wire
-
Major_Cookie
- Posts: 26
- Joined: 2014-03-19 12:34
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
Alpha - i mean metallic map (specular map for shinyness).[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.
Ok. I will remake it. And with smoke system
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
metalic map doesn't work in our engine. Needs to be old school specular.
-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: [Vehicle] Merkava MK1, MRAP, Stryker MGS [WIP]
bumping mcbumperson?
AfSoccer "I just don't see the natural talent."


