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Old 21-09-2009, 07:11 AM   #1 (permalink)
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GAMC #3 - IanSmithArtist

Progress so far...

I deviated from the design somewhat, don't know if its too much or just right, thought I would post now before I go too much further.

I also noticed that alot of people are baking detail of high poly models on to low poly models, unfortunately I havnt quite got this method down so iv opted to doing most of my detail in Photoshop. We will see how it goes.

This is just the basic linework for now, ill add in variation in line depth and thickness as I progress. I'm happier with some details more than others.

I need the practice and have a lot to learn, so and c&c appreciated.


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Old 21-09-2009, 10:07 AM   #2 (permalink)
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I think your safe design wise. But it's not up to me so Tiros may disagree!. It does look like you need to flip your Y normals, though.
To do this open the normal map in photoshop>select green channel (this is the Y direction, up and down) and invert (ctrl+i) and save.
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Old 23-09-2009, 02:57 PM   #3 (permalink)
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The normals do look reversed in places. Although I ran into problems and the design has had an overhaul and is closer to the original concept, although iv kept it a lil' chunky. Here is the air in-take with colour map.

I have simply chosen blue as starting point, but I think it works quite well.


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Old 24-09-2009, 04:02 PM   #4 (permalink)
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A little bit further with the colour map. I still need to get some more variation between the pannels, everything still looks a little to neat to me.

I'm somewhat new to texturing hard surfaces so any tips, c & c welcome.


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Old 25-09-2009, 07:15 AM   #5 (permalink)
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Started to look dull so worked on some of the normal map. Need to tone back some areas to allow other parts to stand out. Material looks very heavy at the moment, like it wouldn't be able to take off if if it tried. Back to finishing the colour map.


Last edited by iansmithArtist; 25-09-2009 at 07:18 AM.
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Old 25-09-2009, 03:17 PM   #6 (permalink)
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small update. Toned down some of the details and completed some more of the colour map. Also played with the normal map some more and added a specular map.

Im not getting the feel I wanted. I originally had the idea of UAV, disgarded by the military which is found on the scrap heap and fixed up by an unknown someone for their own use (, hence the gritty and scratched look,) be it by guerilla soldiers or just for the fun of it.

I'm tempted to pull all the dirt away and make it more steamed line, more realistic, because that's the way most competition entries seem to be heading, what do you think? c&c welcome.

p.s. ignore the pink stuff comin out the bk! that will be changed. Its something I started but iv been working on this for a while and its time for some rest . It will either be flames of some sort or it will be taken out.




Last edited by iansmithArtist; 25-09-2009 at 03:19 PM.
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Old 25-09-2009, 03:28 PM   #7 (permalink)
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Looking good, quite an improvement imo.

What I don't like is the thick grungy stuff around the panels. The fact that these panels don't really protrude that much means that the damage would kind of be equally split on the whole surface. I'd tone that down a bit and then add some finer scratches to the edges
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Old 26-09-2009, 12:35 AM   #8 (permalink)
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I think this looks pretty decent. I don't think that the large scrapes under the wings (and elsewhere) make sense unless they continuously leak brake fluid which strips the paint right off or some such!
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GAMC#3 UAV
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Old 26-09-2009, 09:58 AM   #9 (permalink)
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Thanks for the crits. Iv re-worked the level of dirt and also the colour and specular map. Still going to fiddle with layers some more. But here's an update.


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