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#12 (permalink) |
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Game Art Student
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Hopefully this render finally makes more sense, Ive also Changed the scope and a bit of other things too.
Remember that its just diffuse, wear and tear/scratches/metalic shine will come with the specular map. Im mainly looking for design flaws ( such as the red scope. Even though it looked "cool" it wasn't realistic. ) so anything like that is much appreciated ! ![]() ![]() One question: is it unheard of to make a specular map size that is larger then the other maps ? ( such as having a 2048 spec, 1024 diff, and 1024 normal ) or would that make most game engines die/fail/crash/QQ/ect. ![]() Last edited by Jedah; 08-11-2008 at 09:39 PM. |
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#13 (permalink) |
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Artist
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that looks much better! Just another thing on the scope, you woudn't actually see the crosshairs or the green glow when looking at it from this angle (and certainly not both ends), the crosshairs are in the middle section of the scope, only when looking through you see them. Remember its glass so it will be reflective...I would suggest just moving the glass pieces further inside the scope and texturing them a darker black. Often in games they use an env map on the scope glass so that it looks like its reflecting.
2048 spec is probably not necessary, remember thats more than just doubling the pixels from a 1024*1024. 2048 just for a spec is way overkill for ingame. Just a couple crits, its looking good! |
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#14 (permalink) | |
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Senior Artist
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Quote:
I've heard of normal maps being twice the size of the diffuse, however there's no reason to have the spec any larger than the diffuse because they should have the same forms, just at different intensities.
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www.benbolton.com |
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#15 (permalink) |
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Game Art Student
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You mean something like this...http://img99.imageshack.us/img99/5880/render5oi4.jpg... or would that be too subtle ?
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#16 (permalink) |
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Senior Artist
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That's fine.
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www.benbolton.com |
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#17 (permalink) |
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Game Art Student
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And here is an update: I added a small normal map to it. Nothing too big, just to make the padding and nuts/bolts stick out a little. I believe in subtle normal maps when it comes to guns since they don't stick out as much. the specular is on it as well and right now I'm just trying to find the perfect medium between too much wear and tear/not enough.
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#19 (permalink) |
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Game-Artist.net Admin
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The texture looks allot beter than the orriginal one indeed. There's still room for improvement imo, but you're on the right track...
One thing you should check are the smoothing groups. It looks like you've given everything the same SG, which is ok if you bake your normal map from a high poly mesh. But in all other cases it's just messing up your shading. even if you're using nm's made with the nvidia plugin, or any other plugin/application. (as far as i know). They didn't invent SG's for nothing. if you want sharp edges (like the whole stock area), then i'd definitely fix all the SG's... |
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