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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Image
I dont truly grasp how to make the spec maps, but I converted the diffuse map to grayscale and that seems to help, they arent that apparent though. I apply that image to the spec color and level, which is what I am supposed to do right? I found that adding a little gloss seems to help a bit, but at the same time it also dials down the effects of the specular maps. Its an odd balance.
requiem
Retired PR Developer
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Post by requiem »

Funny, just finished posting an article on texturing. What you're missing right now is transmitting the feel of metal or weight. Do this, give your diffuse/color texture a slight grunge feel to it & make it a tad darker, and then give your spec map a noise pass (be sure to lower the contrast). Last but not least, please, please render your images on a darker background (not black, just a darkish blue or gray). Go, go, go!
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Image

Im a little bit more satisfied. Signifigant changes since the previous skin for sure, and I couldnt have done it without you two.
Z-trooper
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Post by Z-trooper »

Like requiem said, it needs a bit of noise to create that overall sence of metal underneath the green paint, but the dents/scratches is a huge improvement :)

I've also played around with some normal mapping, here is the rex scaled with a normal map of the texture (at a high contrast):

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Here it is with a test texture applied:

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the neat thing is that the tiling of the diffuse and normal maps are offset, normally I wouldnt, but it happened by accident and I kind of liked the effect of the scales being scaled, sort of..
Image
"Without geometry, life is pointless"
Dylan
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Post by Dylan »

Looks great, I like the close ups. Should look awesome when its aged and dirty.
Z-trooper
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Post by Z-trooper »

[R-MOD]Dylan wrote:Looks great, I like the close ups. Should look awesome when its aged and dirty.
yea, I'm really looking forward to mess around with some scars, which will make it "pop" more I think. Some I might just do with normal mapping, others I might model. But poor Rexy has once again been put on the shelf for a little while, cause I have some stuff to do/finish for the community mods. I'm spending a lot of time studying for my last exam of this (past) semester. Other than than I'm working on a bunch of concept art/models before posting anything about my mod project.
Image
"Without geometry, life is pointless"
requiem
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Post by requiem »

Looking a lot better, make sure when you add wear & tear that it's on places where you'd expect it, i.e. let's say you took your grenade and rolled it around concrete all day, where would the damage happen? Here's a bigger render of mine, it might be more then what you'd usually see in real life, but the effect feels a lot weaker in-game (so it needs a small push):

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Keep it up :D
General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Post by General Dragosh »

What ya think guys ?

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I got the idea from this thread The thread

I want to make the van for the ins...lol
[img][/img]Newly ordered sig !


Jantje|NL^
Posts: 313
Joined: 2007-12-11 19:23

Post by Jantje|NL^ »

General Dragosh wrote:What ya think guys ?

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I got the idea from this thread The thread

I want to make the van for the ins...lol
Oeh, :mrgreen: :o

I miss the openable door!

HURRY UP, SON!
[SH] JantjevanLeiden / / Niet volgen maar Leiden.

marcoelnk;
youre one a crazy detail-obsessed guy :D

[R-PUB]Hfett;
"youre one a crazy detail-obsessed guy" So true ;)
Z-trooper
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Post by Z-trooper »

A-Team:Insurgents :lol:

Good start.
Image
"Without geometry, life is pointless"
General Dragosh
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Joined: 2005-12-04 17:35

Post by General Dragosh »

Anyone knows how to make a window by cutting out a hole ???

Couldnt find any tuts...
[img][/img]Newly ordered sig !


KP
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Joined: 2006-11-04 17:20

Post by KP »

Boolean? It's a mess cleaning up after them, but it's simple enough.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
General Dragosh
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Joined: 2005-12-04 17:35

Post by General Dragosh »

Made the interior a bit...

ImageImage
[img][/img]Newly ordered sig !


requiem
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Post by requiem »

Two words: Smooth Groups :D
_Henke_
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Joined: 2006-12-18 17:28

Post by _Henke_ »

:BUMP:


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we never get tired of the M16´s and M4's right
ice_killer
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Post by ice_killer »

looks pretty cool GJ
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
KP
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Joined: 2006-11-04 17:20

Post by KP »

Hawt.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Z-trooper
Retired PR Developer
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Joined: 2007-05-08 14:18

Post by Z-trooper »

_Henke_ wrote::BUMP:

we never get tired of the M16´s and M4's right
I sure dont ;) fav weapon design.
Looks pretty damn good as well 8-)
Image
"Without geometry, life is pointless"
zixed01
Posts: 2
Joined: 2007-12-06 13:16

Post by zixed01 »

Mp5k

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made it real quick, used the vanilla mp5 model, trying to export it as a bundledmesh but having some problems
edit: **** i just noticed that second trigger on there, weird
_Henke_
Posts: 72
Joined: 2006-12-18 17:28

Post by _Henke_ »

W00t?! can you edit the vanilla models?
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