Desert camo T90

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mectus11
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Desert camo T90

Post by mectus11 »

Last edited by mectus11 on 2018-01-02 05:25, edited 6 times in total.
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Reamz
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Re: Desert camo T90

Post by Reamz »

dank/10
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Vista
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Re: Desert camo T90

Post by Vista »

Looks really cool
Rhino
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Re: Desert camo T90

Post by Rhino »

Nice work/initiative but think your colour is a little bit too orange/red at the moment and needs to shift a bit more towards yellow/green.
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ALADE3N
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Re: Desert camo T90

Post by ALADE3N »

make the colors a bit more darker or what sir Rhino says and it should be fine
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Insanitypays
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Re: Desert camo T90

Post by Insanitypays »

I like it.
More screens/angles would be appreciated.

Also make sure you pay attention to your references. On your reference and texture map you can tell the pattern is more splintery but in game it looks more splotchy. This is because the gaps in the UV are causing the pattern in game to be inconsistent. It takes time, but its definitely worth matching up those edges so that the pattern runs seamlessly across the model.
I find it helps if I just look at the exact placement of the camo in the reference image and try to copy that.

Here are some spots where its more obvious
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and +1 to what Rhino said, keep playing with those colors until you get them right, no need to rush. Compare the ref's colors to the texture in game with lighting not in photoshop/meshview

"Go to Heaven for the climate, Hell for the company." -Mark Twain
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B4rr3l
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Re: Desert camo T90

Post by B4rr3l »

[R-DEV]Rhino wrote:Nice work/initiative but think your colour is a little bit too orange/red at the moment and needs to shift a bit more towards yellow/green.
yes move Hue to green +10 / -10 bright / +15 contrast

Don't forget the normal and specular can do miracles specially when combined with envmapcolormapgloss techniques
mectus11
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Re: Desert camo T90

Post by mectus11 »

Sorry been busy lately, will work on this more this week, thanks for the feedback!
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mectus11
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Re: Desert camo T90

Post by mectus11 »

I'm redoing everything with this new referenceI found thanks to FFG.

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Last edited by mectus11 on 2018-01-02 05:19, edited 4 times in total.
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Rabbit
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Re: Desert camo T90

Post by Rabbit »

mectus11 wrote:I'm redoing everything with this new referenceI found thanks to FFG.

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You going to set up the texture sheets in the same way the t72 is done?
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AfSoccer "I just don't see the natural talent."
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mectus11
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Re: Desert camo T90

Post by mectus11 »

Can I have a look at the psd for this vehicle, I want to see how it's properly done if that's no issue
Last edited by mectus11 on 2018-01-03 21:26, edited 1 time in total.
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Rabbit
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Re: Desert camo T90

Post by Rabbit »

Would be cool if a dev actually helped you out. But guess community will have to.
Last edited by Rabbit on 2018-01-07 22:23, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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Mr.VdHeide
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Re: Desert camo T90

Post by Mr.VdHeide »

Cool. I like the idea of having these camouflage schemes on black gold. Keep this in mind though:

- If we are gonna have a fancy T90 camouflage then we should get the same camouflage for all the other vehicles as well. Uniformity among vehicles is important.

- This camouflage is not actually in use in the Russian military at the moment. This isnt really a big issue because PR is set in the future.

In other words: consider doing all the vehicles or at least most of them. I personally wouldnt want to have one Russian vehicle in some fancy camouflage while all the others are plain green. If you are up for doing that we can give you all the .psd files you need.



D.J.
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camo
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Re: Desert camo T90

Post by camo »

I'm under the impression FFG told you that this camouflage isn't in use by Russia, and hence we will not implement it. Just making that clear.
[R-DEV]Mr.VdHeide wrote:consider doing all the vehicles or at least most of them. I personally wouldnt want to have one Russian vehicle in some fancy camouflage while all the others are plain green.
There's not much point in doing this camouflage for all the vehicles if we're not going to implement them. If (and a big if) Russia does adopt this camouflage scheme it might be worth it, but otherwise no.
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mectus11
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Re: Desert camo T90

Post by mectus11 »

[R-DEV]camo wrote:I'm under the impression FFG told you that this camouflage isn't in use by Russia, and hence we will not implement it. Just making that clear.
I know that hence why I'm continuing to work on it, I'm using it as a way to learn how to do this properly in the future when I actually work on something that matters.
It's best to learn how to do it properly instead of working on something that matters and realizing that I made it all wrong later on.
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camo
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Re: Desert camo T90

Post by camo »

I see, sounds like a good idea.
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Rhino
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Re: Desert camo T90

Post by Rhino »

Rabbit wrote:You going to set up the texture sheets in the same way the t72 is done?
You mean two 2048x2048 textures, one for the Turret and one for the chassis? If you mean that, then that is a totally obscene amount of texture space for a tank and really one should have just a single 2048x2048 texture for both the chassis and turret.

Next that isn't possible to change with just the textures even if one wanted to set it up like that, it needs to be UVed like that before exporting it.
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Mr.VdHeide
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Re: Desert camo T90

Post by Mr.VdHeide »

I have send you the .psd file. :)



D.J.
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Rabbit
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Re: Desert camo T90

Post by Rabbit »

[R-DEV]Rhino wrote:You mean two 2048x2048 textures, one for the Turret and one for the chassis? If you mean that, then that is a totally obscene amount of texture space for a tank and really one should have just a single 2048x2048 texture for both the chassis and turret.

Next that isn't possible to change with just the textures even if one wanted to set it up like that, it needs to be UVed like that before exporting it.
No, alpha on bump map and texture saved higher res.
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AfSoccer "I just don't see the natural talent."
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Rhino
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Re: Desert camo T90

Post by Rhino »

Well that has been the general standard for some time now and isn't down to textures but shader technique.
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