I have no idea really, I was working on it for a while, but only an hour or two a day. Spent more time on the texture than usual, tried to use reference for every detail and unlearn some habits
as a newbie in texturing. What is this material exactly? I know its metal but is it bare or what? Because underneath the scratches there ís a shinier form of metal
thanks is advance
You mean the paint that is over the metal? It gets scratched away showing the metal underneath. As far as i know AHH uses photoshop only for texturing, so it's not like there is an exact material, though you can easly replicate this in either Quixel or Substance.
It's a parkerized finish. They dunk the metal parts in hot acid to build up a durable coating. It's very common with guns and the reason they typically look matte and gray, not shiny and reflective like raw metal.
There isn't a special technique I use for baking. It's just a lowpoly, a
cage (pushed out automatically from the LP with no manual edits), and a highpoly. I don't paint anything out. I do low-res
test bakes and if I see problems I correct them in the geo itself, like
adding geometry to control skewing and shading.
It's kind of a tough question to answer, since it's a tautology - they're flawless because they don't have mistakes. If you have errors in your bakes, the question to ask is what caused the errors. If you fix all the errors, one by one, you will end up with flawless bakes by definition.
There are many tutorials that capture everything you need to get flawless bakes. Understand how a lowpoly works, what transers well into a normal map and check the few clicks you need to know in, for example, xNormal.
There are many tutorials that capture everything you need to get flawless bakes. Understand how a lowpoly works, what transers well into a normal map and check the few clicks you need to know in, for example, xNormal.
Very much in agreement here. A lot of people new to normal maps assume there's some sort of voodoo afoot.... all the info is here on the stickies. It's just a matter of studying the subject and applying the research through test bakes and pipeline experimentation.
I do want to start doing tutorials again. This gun was modeled with the boolean / dynamesh technique I've written about in another thread, but it seems like baking and texturing are ripe subjects. Maybe videos for a low price would be good. Sorry for the bump, I was moving across the country and it took a while.
Really amazing.. I've been trying to recreate this using your method, but I'm finding it practically impossible to come up with the shapes needed to boolean subtract.. For example, the part where the shell is ejected.. Spent about 6 hours trying to boolean that and I just can't figure it out.
I feel like it's reflection is too nice. You should rough the PBR value a bit. Maybe this is just an illusion I'm seeing, but it feels a little mirror like.
Replies
Were any booleans harmed in the making of this weapon?
Great result. Texture detailing of the metal is particularly good.
Yep, did this with the boolean / dynamesh method, went pretty smooth
I know it ; _ ; I'll try and do another one and record it this time. Maybe a Glock or a shotgun or something.
I'm planning to put this and the knife I did up on Gumroad at some point soon, Bergholz needs some friendly competition
I have no idea really, I was working on it for a while, but only an hour or two a day. Spent more time on the texture than usual, tried to use reference for every detail and unlearn some habits
Beautiful work
It's kind of a tough question to answer, since it's a tautology - they're flawless because they don't have mistakes. If you have errors in your bakes, the question to ask is what caused the errors. If you fix all the errors, one by one, you will end up with flawless bakes by definition.
A Practical Guide On Normal Mapping For Games
Any tips?