Remember 3D Motive's Subject Zed contest? I submitted this model with a texture pass, and when the contest ended I decided to work on it more. Here's what I've been working on:
992 tris
Diffuse:
I want to bring this to finish. Crits are encouraged, comments are welcome.
Replies
@snacuum: Hahaha. I see what you mean. I still need to play the new Deus Ex. I've been hearing good things about it.
@praetor187: I could reduce some of the fine scratches and see how that looks. Good suggestion.
@ageless: All of the lighting is painted into the diffuse, so there is no spec map. However, I could easily make a spec map for this, but I'd have to make it so that it cooperates with the painted lighting. I might have to tone down the highlights so they don't get blown-out if/when a spec map is applied.
EDIT: The noisiness of the scratches on the legs have been brought to my attention. They're being taken care of.
Crits are encouraged, comments are appreciated.
I agree that there are too many fine scratches on the legs (they are distracting), and once you've reduced those, I think this will look even better. One other thing that's bothering me a bit is the turret barrel - there are scratches almost everywhere, but this one piece is completely clean - add at least a little color variation/dirt, and maybe a scratch or two and you'll be golden. Right now it sticks out too much. Awesome stuff, keep it up!
I've decided to paint over the current scratches on the legs and place some new ones in more sparingly.
I agree about the cannon looking too clean. Time to grunge it up a bit and add some more color.
Crits/comments welcome.
one thing i noticed is that worn/scrathed edges of purple plates have a very similar hue to areas around it. if the material below paint is metal, it shouldn't have same properties that paint has.
if you tweak their hue it'll probably also make texture feel more rich color wise.
@Blaisoid: I've adjusted the hue of the scratches.
How does it look?
Crits/comments welcome.
I might do a final pass on the texture before calling this done, so I'm open to all crits.
I assumed this was a diffuse-only material pass but with the marmoset render you've set up it looks like you've got a specular channel in there to further blow-out all the painted spec? I'm not sure that's really necessary.
It looks really good for what it is - the WoW-esque handpainted, cartoony style with rampant edge highlighting and metal that cups and gouges like wood or plastic.
I would spend some time working on differentiating the materials a bit more - right now everything has that samey plastic/metal hybrid thing going on, which makes it difficult to tell what is what. If the blue/purple is supposed to be painted metal, I'd flake the metal off around the gouges.
The mud on the feet does not appear to wrap all the way around, instead it is clinging to the interior of the front purple face, which reads a bit odd - you might want to try projection-painting it so you can get consistent coverage across the foot shapes.
You might want to consider replacing the "full" missle rack with a the empty missile rack and modeling out the missiles so they can be "launched" - but that's kind of a "how are we implementing this in-game?" kind of question.
i did quick messy paintover to add a bit more bare metal to parts.
I've chipped paint in a few areas, added some mud to the backside of the legs, gave the cannon more tris and beveled the opening to give it more dimension, and I've modeled out and textured some rockets.
New triangle counts:
Turret with rockets loaded: 1,240 tris
Rockets: 46 tris (each)
Turret without rockets: 1,056 tris
Crits/comments are greatly appreciated.