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Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-04 03:49
by IOSIF_M
I repainted the middle section with a darker gray as per the reference and added a black band, lightend up the grey area leading to the nose and attached the arrows on opposite sides

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Forgot to show the rear and exhaust before so here it is, just plain dark grey and even darker interior

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Then after seeing this wondrously sick vid http://upload.wikimedia.org/wikipedia/commons/6/60/Iris.ogg :shock:

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I think this looks kind of accurate. Kind of because it looks flat. Thoughts?

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Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-04 03:51
by IOSIF_M
Texture sheets

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and more nose pics

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Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-04 04:32
by Rhino
Nice work :)

A few things thou:

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Going from the nose back, first of all the silver bit behind the IR Sensor is a little too small now, needs to come back a bit, and the bit just on the front thin could be a little bit wider too.

Next note the colour of the front body and thins is slightly more of a bluey grey than the very front part behind the nose.

Also the front little arrow marking needs to come down on the left side a notch, its fine on the right side just the front left side is a bit too hgih.

Then behind the black line you've got the darker grey which is good but could do with being a little more blue :)

And the Brown Stripe could be moved a bit more forwards and be a darker brown.

Then the rear body of the missile and rear thins need to be a slightly darker bluey grey, like the front body and thins although slightly darker :)


Moving onto the IR Sensor on the nose, looks good but think you can remove the red back area since I can't see it on the ref (any red you see is most likley from just light reflection off the glass) and it certainly isn't in this ref of the missile your making:
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I think you could also tone down the green a bit, looks a bit too much like a human eye like that and for the middle, its basically just a camera lens at the end of the day, just on a mounting so you could use one of these for the middle: https://www.google.co.uk/search?q=camer ... 20&bih=899

http://www.zeiss.com.au/content/dam/Cor ... _front.jpg

And ye keep in mind we can give a load of spec reflection to the front to make it shiny like glass, could possibly even give it an ENV Map reflection so it reflects the environment around it off it a bit :)

Keep up the good work! :D

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-04 19:06
by IOSIF_M
Made little changes to the texture as suggested, blueish grey on front and slightly darker on the back, same for the wings, before and after screenshots for ease of comparison

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And opposite side

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Removed the red band from the nose though it was there to give it a reflective feeling to the IR sensor as well as the blue-yellow-green radial, changed those to blueish-yellowish grey and replaced the inner elipses for this

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Now it has a more robotic look to it, plus add the spec reflection Rhino mentions... ;-)

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-04 23:12
by Rhino
Looking good! :D

One thing I'm slightly confused about is how come the arrows are sometimes pointing upwards instead of downwards like they where before? Are you mirroring/rotating the missile between shots or something? Would be good to look at your diffuse texture too :)

But ye, other than that and possibly adding a tiny bit of dirt to the missile I think the diffuse is good to go and you can start working on the Spec map :)

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-05 00:44
by IOSIF_M
Oh haven't noticed about the arrows the other way, here's the diffuse texture with a dust overlay

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Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-05 01:04
by Rhino
Yep that's looking really nice now, think your almost about done with the Diffuse! :D

One tiny little thing however is I would stretch the metal nose colour bit to the very edge of the map to avoid any pixel bleeding in the mip maps etc around the seam :)
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Other than that looking awesome and think you can move onto the Spec map!

BTW do you need any tuts on what a Spec map is and how to make one etc or are you all cool there? :)

Again, keep up the awesome work! :D

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-05 02:08
by IOSIF_M
Yes a tutorial on spec maps would fit me like a glove! thanks!!!

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-05 02:52
by Rhino
This looks like quite a good video just from skipping though it: https://www.youtube.com/watch?v=HnvvGn9VhVU
Other than in BF2 we have only Grey Scale Spec Maps so you should fully desaturate each layer (Ctrl+Shift+U) and you should end up with something like this which I did for the Tigercat Missile:

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And you can see like the video above, I also just clone my diffuse texture layers and just rework them, with possibly adding a bit here and there on top etc :)
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Also don't mind that the textures are in 1024x1024, the final ones are saved in 256x256 and its generally a bigger missile than yours :)

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-05 19:42
by IOSIF_M
Thanks for the tut Rhino, how's my first try?

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I desaturated all duplicated layers and lightend up a bit the nose

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-06 01:53
by Rhino
Good start but its a little too bright right now. Note how dark the Tigercat Missile's Spec is above in the example I posted compared to yours.

Done a quick export since its best to view the lighting in the editor since it is pretty much how its going to look ingame since they both use the same engine, only a few things look different ingame from in the editor and then normally only very slightly:

No Spec:
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Your Spec:
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As you can see its a bit too reflective right now and you haven't really defined the different types of material very well and mistake colour differences for materials where colour doesn't have that much affect normally on the type of reflection (although darker colours can hide reflection but that happens anyways from your diffuse map), unless its a different type of paint etc.

This is a seriously quick edit of your spec:
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Again this is just a really quick, basic edit of your spec and doesn't have any real detail in it etc but its just a quick example to how you should influence your materials like the shiny metal bits behind the nose of the missile etc between the main body :)

Quick look at the R.530 and it has a shiney nose but not so shiney body, although it doesn't have that much detail in its spec:
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And the Tigercat missile which has scratches etc in its spec which help give it a bit more life etc although its generally all the same material, and note on the last two shots how the black text isn't actually really in the spec map but in normal view mode with all textures, it still looks less reflective than the area around it since its a much darker colour:
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Its mainly a matter of a lot of trial and error to get excatly what you want for your spec but its worth it in the end :)

Here's the basic export of the missile I did if you want to have a preview of your missile in the editor which I would strongly advise you do so you can see how its going to look ingame and aren't fooled by any differences in engines and renderers :)
http://realitymodfiles.com/rhino/weapon ... -03-15.zip

Just extract it into "mods\pr_edit\objects\weapons\Armament\missiles\" and the spec map is saved in the alpha channel of the "matra_r550_magic1_b.dds" texture.

And info on setting up the editor here, although pretty outdated and missing its pics its still mostly relevant but if you have any issues don't be afraid to ask :)
https://www.realitymod.com/forum/f189-m ... dding.html

If however you don't wish to do that you can set it up in 3DsMax like so:
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Then if you render your scene you will get a somewhat similar result but isn't anywhere like as accurate and in this setting isn't real time rendering either so you don't get a true sense, although you can setup materials to be like that or later versions of max do it automatically but again, its best to use the editor IMO:
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Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-06 16:26
by IOSIF_M
Hi Rhino tanks for the help! Am setting up the editor, pretty straight forward on that by the way, but would like to export my model with the reworked texture on the editor to see the changes, could you point me to a tut on that. I searched by the way but couldn't find any. Thanks in advance!

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-06 16:33
by Rhino
Here are the NVIDIA DDS Plugin tool for Photoshop which will enable you to save .dds textures with PS: https://developer.nvidia.com/nvidia-tex ... -photoshop

No real tutorial on it but for now just save your textures in DXT5 format and put the Spec map in the Alpha channel of the texture:
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Any more questions let me know :)

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-09 12:14
by Rhino
Hows the Spec Map coming IOSIF_M?

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-10 18:38
by IOSIF_M
Hello! Away for the weekend. Here's the spec map

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And in the editor

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Followed Rhino's example from two post up, added some detail to the golden rivets between the second row of wings from nose to bottom. Thoughts?

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-10 18:44
by IOSIF_M
If needed ask for dds files

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-11 10:38
by Rhino
Nice work :)

First of all there is this little tut here on how to make your 3D area of the editor bigger. Pics are missing so it might be a bit hard to follow thou: https://www.realitymod.com/forum/f189-m ... ution.html

Looking at your pics I'm not sure if you have saved your spec map into the correct texture and channel.

As per this pic:
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  1. Your RGB Colour channels should be filled with a, currently blank normal map. You have one in the .psd I provided, just turn the viability of the Normal Folder on to have it :)
  2. Then you want to paste your spec map into your alpha channel like so
  3. Then save your new file over the old "matra_r550_magic1_b.dds" texture file, with the following settings:
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Now the Spec map is working :)
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Now as for your spec, for the most part its looking good but a few tweaks that I think will make it look even better :)

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First of all the bits "X" in red, shouldn't really be on the spec map since they are just different paint colours, and unless the paint is a different type of paint used for those colours which is more or less shiny, or its on a different material which is more or less shiney, or its a sticker which is more shiny etc, it should be the same spec level as the other types of paint on the same type of material around it and darker colours will appear on the diffuse as less shiny even if they have the same spec level as light colours.

All the bits pointed out or circled in yellow, mainly the little groove lines and rivets/bolts, I would have them be much brighter than the other areas around them since they are mostly bare metal which is more shiny than the rest of it, and when combined with a normal map this will create a really nice and realistic effect :)



Other than that its looking good so far, keep up the good work! :D

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-11 16:01
by IOSIF_M
Mmmm I see now, so that was that normal layer for! Working on it :thumbsup:

Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-12 03:13
by IOSIF_M
Reworked the spec map

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Re: [Weapon] Matra R.550 Magic I [WIP]

Posted: 2015-03-12 11:40
by Rhino
Looking good! Still a few tiny tweaks however till its 100% :)

First of all I forgot to mention last time that the rear of the missile should have some spec to it, although really just on the outside, inside should have a shadow where you wouldn't get a reflection, with the further down you go the more unlikely your are to have a reflection, giving the feeling of depth. Secondly I feel the front IR Sensor could use a little more power on its Spec, since its a rounded surface it isn't going to give off that much of a reflection either so it really needs it :)

As such, here are the tweaks I've made, note you should do the tweaks on your end and not copy over this .jpg:

Before:
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After:
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And ye now the spec is looking good! :D

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Final texturing step after this is the Normal Map. Do you need some tutorials etc on how to go about making one?

Again, keep up the awesome work! :D