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#2 (permalink) |
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Mod Leader
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Very very impressive model and texture. Your material definition is especially good. I can see a solid difference between the paint and the metal on the gun, and the wood looks suitably dull. No crits from me.
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www.alexwsmith.com - Cool game art/tips/tutorials and updates on my projects posted daily! |
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#3 (permalink) |
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New Member
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Brilliant stuff, one of the best weapons i've ever seen
![]() Your material definition is fantastic, really nailed the spec. Lovely use of the normal map to bring out the paint on the top of the reciever and the stock etc. Please make a tutorial or give a few tips ![]() Last edited by afk; 27-03-2011 at 01:57 PM. |
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#6 (permalink) |
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New Member
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and btw the maps are AWESOME i wish i could do such maps =((( could you point for the tut or something like that (that approximately describes the actions you do) to get scratched paint and such a good visual representation of scratches and wornout object.
I understand most of the process - but cuz of many mistakes and etc - i can't get the result i really want to, such as yours. ty again :P
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#7 (permalink) |
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Senior Member
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Oh, thank you guys! Didn't expect tutorial requests, hehe.
I'm no expert by any means. This texture was a lot of trial and error and a lot of "I dunno...maybe something like this?"-moments. One tip is to put extra detail in specular that isn't present in the diffuse map. Such as subtle scratches and also paint extra intense scratched areas in the specular on top of the already scratched stuff that is visible in the diffuse. To give the scratches several levels of intensity, so to speak. Also give the overall metal some discoloration. Both in terms of luminosity, having darker and lighter spots (but very subtle) but also with actual color. Blue, green, purple, yellow etc... Depends on the type of gun/metal of course.
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