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Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 19:09
by CTRifle
I've gone over that a bunch of times already, looks like I didn't get the gist of it yet, Ill take another look

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 19:20
by Spush
Check my last post, I edited.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-19 00:17
by CTRifle
nother' little update, still working on that spec map
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Dirtied it up :D
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Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-19 11:08
by AfterDune
Wow, texturing is looking good! Great job :) .

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-04-11 21:45
by lucky.BOY
I made a highpoly for the wand and tried baking some normal goodies off it, but they come out rather error-ish. Picture is better then thousand words though, and i got lost of 'em :)

To clear any confusion, this is lowpoly model with normal map applied to it.

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note, got that little shading error on the left fixed after taking the shot.

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If anyone can tell me what im doing wrong and how to fix all of these errors, i would be most thankful
+ kudos to Sorround for the shader, its magic :)

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-04-11 23:31
by Spush
Happens sometimes when baking the normals, can fix it up in photoshop, but for the severity of the issue maybe it's pinching somewhere? Dunno, not an expert modeler :D .

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-04-12 02:42
by Rhino

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-04-12 08:38
by Tim270
Apart from the front of the nozzle they all strike me as issues with the cage. On the top right of the UV the small "blips" are nearly always when something is just peeking through the cage a bit or not catching rays.

But yeah, double check all your smoothing groups and uv islands too. The thread Rhino linked contains all the normal map info you could ever need :)

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-05-26 04:29
by CTRifle
Decided to re do the wand, I just dont like the way it looks. This is for the 1p texture, ill just bring it over to the 3p after, I think it looks much better :)

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Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-05-26 08:09
by Rhino
Looks good for a diffuse, will need normals to bring it out :)

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-05-26 09:59
by lucky.BOY
Glad to see your back on this one, looking pretty good indeed :)

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-08-14 00:33
by CTRifle
Update! Im finally home from my summer job and got back to work :p

Textures are 99% done, just need the finally call for them from lucky!

3P textures

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Ignore the green square on the copper part, fixed already :p

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1P textures

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Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-08-14 00:59
by 3===SPECTER===3
Really like that 'fabric' texture (3rd pic) for the holster of the flamethrower :-) really has the feel of being dirty like its been sitting on some sweaty soldiers back as he crawls through the jungle. 8-) (too bad it probably won't be seen that much now that I think about it)

Did you create it yourself? With brushes etc or edit an existing fabric/ dirty texture?

Also a little feedback if you don't mind, but that first person pic (5th pic) looks a bit too clean and the difference between the green and grey looks very 'sharp.' I would personally put something of more visual interest on that barrel (scratches/scuffs maybe some visible rust/ dirt where the green barrel meets the grey handle not too much obviously) just because its mainly what the player is gonna be seeing all the time.

Also is there a normal or spec map applied to this right now? Cause that might help too since the texture looks a little 'flat' on the 5th pic.

Overall very well done tho

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-08-14 09:32
by Tim270
Looking good so far!

I did a very quick paint over of maybe a direction I think you could go in a bit more

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- Paint lighting. I have exaggerated it there quite a bit, but some really subtle dodge and burns go a long way to make it "pop" and look real. Pretty much the sweetspot is where you cannot tell if it is faked or realtime. - remember that different materials reflect differently and have different reflectiveness. E.g bare metal and paint here.

- Wear and tear, I think you can go a bit harder with the paint chipping. Something I think works really well is painting/using photo of light black/gray chips, then using outline in the blending options to give it a gradient.

- Fake AO some more or make the AO stronger, the key to faking lighting is contrast between lit/unlit surfaces.

Notice how much the lighting makes up the materials here, you've got the base color down, now make her pop!
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Also note that heat discoloration is not always just pure black; we have got some shades of brown and even some "rainbows" there too.
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Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-08-14 11:18
by CTRifle
Wow, thank you very much, Ill defenatly do that

EDIT: any tips on rendering? ive been using the bf2 static mesh material and I dont think it does specular very good, or maybe just lighting or something?

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-08-14 13:34
by Tim270
Just a standard material in max is fine, maybe with a omni light or two set up on it.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-08-14 15:47
by titsmcgee852
Heh, I wonder what kit you'll have to request to get this bad boy.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-08-20 17:37
by Redamare
What if The flame thrower worked like an automatic grenade launcher ... shooting "Flame Looking" Projectiles a short distance which explode on impact with the ground as a ball of fire? This could allow for bouncing off walls like with the Bf2 grenade launchers ...

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-08-20 20:50
by lucky.BOY
For now its going to use the same effect as Zippo tank that you can try on one of the Vietnam maps. It would indeed be nice if the flames bounced off walls, but i have no idea if that is possible. As for your idea redamare, walls and ground are quite often made from same material, so how would you judge when it should bounce and when not?

Oh and @Titsmcgee, its probably going to be on Engineer Alt, but lets wait for the final implementation.

Needless to say the tetxure looks awesome CTRifle, cant wait to see it even more improved :)