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Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-08 01:37
by CTRifle
Texture update :D
Ignore the tops and bottoms of the tanks, forgot to unhide a dirt layer :P

Feel free to give feedback so I can improve dis'
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No idea what to do next on this^ any thoughts?
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I think I'm done with the tanks, its just the wand (flamethrower) that needs work

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-08 01:39
by Pvt.LHeureux
Wow that is great work! :D

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-08 08:18
by Moszeusz6Pl
Amazing work, can't wait to burn some Krauts.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-08 09:51
by Adriaan
Not bad I think. :)
One thing that stands out a bit though are the wear and speckles on the tanks. They're fine, but they don't seem to be on the rounded top and bottom of each tank (texture seam). Another thing you should look out for is distinctive wear and other patterns (big scratches or dust/oil shapes etc) on mirrored pieces. The more distinct they are, the more obvious the mirroring becomes. You'll need to find a balance between it.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-08 11:13
by Rhino
Looking good, take it you plan on lowering the rez of the texture for going ingame thou? very high rez right now, especially for something that will only be seen in 3rd person (the tanks)

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-08 12:37
by CTRifle
Thanks guys ;)
[R-DEV]Adriaan wrote:Not bad I think. :)
One thing that stands out a bit though are the wear and speckles on the tanks. They're fine, but they don't seem to be on the rounded top and bottom of each tank (texture seam). Another thing you should look out for is distinctive wear and other patterns (big scratches or dust/oil shapes etc) on mirrored pieces. The more distinct they are, the more obvious the mirroring becomes. You'll need to find a balance between it.
Yea I see what you mean, It'll have to be more subtle stuff since the mirroring. Also for the caps I just forgot to unhide a dirt layer before showing the pics, but the seam is something I still have to fix

[R-DEV]Rhino wrote:Looking good, take it you plan on lowering the rez of the texture for going ingame thou? very high rez right now, especially for something that will only be seen in 3rd person (the tanks)
Its 2048 atm so when im done downsize to 1024?

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 06:14
by CTRifle
Update

Took the mirroring advice and lowered down the specific details to look more general, looks much better.
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Worked on the want, added screws, details, burn marks
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So far
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and


Texturer's impression of M2 when done :D
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Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 06:40
by zombie-yellow
Nice work ! :D

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 06:57
by waldov
Epic!! Burn the son of a b*tches burn em!!!!

Ahhhhhhhhhh the good old days of indiscriminate force against anything that moves.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 07:19
by Spush
Can we see the diffuse, spec/gloss, and normals map?

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 09:30
by rodrigoma
YEAH!!

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 11:25
by lucky.BOY
Great job CTR, keep it up mate!

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 16:04
by Arc_Shielder
This is beautiful stuff guys. :)

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 16:32
by CTRifle
[R-DEV]Spush wrote:Can we see the diffuse, spec/gloss, and normals map?
Do you want me to post the actual textures or just on the model alone?

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 16:37
by Adriaan
CTRifle wrote:Do you want me to post the actual textures or just on the model alone?
The texture flats/maps

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 16:54
by CTRifle
here they are, I didnt make a gloss map though, should I?

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Question with normal maps, should it only be specific details in it, or should I add deep scratches or outlines of parts ect? So far its just little things

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Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 18:36
by Adriaan
Nah gloss map isn't needed, BF2 engine doesn't support it. If you want to make use of the extra space on the normal map you could consider doing that yeah. If you leave it as is, I think it'd be a good idea to size it down to like half the size of the diffuse. Either that, or leaving it out alltogether.

Can you also post the diffuse/colour for us to check?
It's looking fine in your last renders. :)

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 18:44
by lucky.BOY
I think Spush means the overall color texture so far, i dont know why do you post a gray scale image? :) You can also post them in true resolution, at least 1024px.

You should use the 1p wand model for previewing texture in 3ds max, at least once in a while. Especially use it for AO baking etc, since the 3p model can cover less area of the texture sheet in some parts, so there could be missing AO bake in those parts.

I m quite worried about pixel bleed, especially on the wand part of the texture sheet, (yeah, i packed that rather tightly :P ). You might want to downsize it to ingame size and compress it with DXT compression, to see if it doesnt pixel bleed. If it does, you or I can scale down problematic UV clusters a bit, that should fix it.

Also got some feedback on the wand texturing, but i need some pictures with colorful arrows to make my point here :)

EDIT: As for normal map, i could at some point in the future end up making a HIgh Poly of this thing and baking normals for it, so i would leave the normal texture as is. The normal texture can be edited even after it is exported, right?

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 18:54
by CTRifle
Lucky, the grayscale image is the specular texture :P

Here is the color,
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Would anyone mind giving me a weapon scratches tut or something, as I cant seem to get scratches/edge wear and the like for weapons down. Maybe tips, feedback anything?

Re: [Model] M2 Flamethrower [WIP]

Posted: 2013-02-15 19:04
by Spush
The color map looks good so far, looks better than your specular. Should probably save a copy of the color and turn that into the specular, and add more definition to it.

Should definitely go over Racer's tutorial in learning more about defining your materials and so forth.

Portfolio site by Kevin ?sterkilde

& and this one too.



EDIT:

The color map is pretty good, although it can use some more under layering details on top of one another. You can use image textures and modify them to your needs from like deviantart.com or cgtextures.com, or even if your feeling more special taking a camera out and taking your own pictures ;p.

If you notice in one of my recent textures, there's layers of minute details to define the metal.

Heavy Image Load warning

Final
http://dl.dropbox.com/u/20471348/Pictures/diffuse_c.png
No Dirt Layer
http://dl.dropbox.com/u/20471348/Pictur ... tlayer.png
Layer 1
http://dl.dropbox.com/u/20471348/Pictures/layer1.png
Layer 2
http://dl.dropbox.com/u/20471348/Pictures/layer2.png
Layer 3
http://dl.dropbox.com/u/20471348/Pictures/layer3.png