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Posted: 2008-01-14 09:34
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.

Posted: 2008-01-15 01:42
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!

Posted: 2008-01-15 04:43
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.

Posted: 2008-01-15 05:08
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..

Posted: 2008-01-15 05:17
by Dylan
Looks great, I like the close ups. Should look awesome when its aged and dirty.

Posted: 2008-01-15 05:25
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.

Posted: 2008-01-15 08:09
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

Posted: 2008-01-17 19:33
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

Posted: 2008-01-17 19:40
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!

Posted: 2008-01-17 20:00
by Z-trooper
A-Team:Insurgents :lol:

Good start.

Posted: 2008-01-17 21:05
by General Dragosh
Anyone knows how to make a window by cutting out a hole ???

Couldnt find any tuts...

Posted: 2008-01-17 21:20
by KP
Boolean? It's a mess cleaning up after them, but it's simple enough.

Posted: 2008-01-17 23:12
by General Dragosh
Made the interior a bit...

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Posted: 2008-01-18 01:05
by requiem
Two words: Smooth Groups :D

Posted: 2008-01-27 11:17
by _Henke_
:BUMP:


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we never get tired of the M16´s and M4's right

Posted: 2008-01-27 11:55
by ice_killer
looks pretty cool GJ

Posted: 2008-01-27 13:46
by KP
Hawt.

Posted: 2008-01-27 13:54
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-)

Posted: 2008-01-28 01:41
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

Posted: 2008-01-28 14:03
by _Henke_
W00t?! can you edit the vanilla models?