One of my more recent game art endeavors has been a low-poly antitank gun. My major issue is texturing. This is my first try at a real texturing project. Any suggestions would be appreciated
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Current texture for the barrel:
I know it sucks and I'm not sure what to do. It's ~3000x2000 pixels but I'm still having resolution issues.
Replies
1. What resolution issues are you having?
2. Why did you choose a texture resolution that is neither powers of two, nor a square?
2. Are you planning for everything to be clean green metal?
@JadeEyePanda OK, maybe my UV map is screwed up. Here's my map (just the barrel):
[IMG][/img]
I'll be using green as the base color, but I plan on painting scratches/dirt/grime on top.
Is that UV all the model or just certain bits?
The reason why I'll say it needs to be packed into one square is because if I need to instance that cannon, say, 20 times in a game scene, the number of texture maps that I'm assuming you have and the size of them will cause the game to scream and wail, and you'll prolly get an FPS of under 30 as the game is making draw calls for not only that cannon, but the 1000 other things going on in the game at any one time, like AI calculations, Animation adjusting for slopes, and sparkly explosions VFX.
There are ways to pack in whole character textures onto one square, so there's definitely a way for you to pack a small cannon into a 1024 square. You can do it!
And the tank now looks like this:
(I threw in rough spec/normal maps, so please excuse their crappy-ness. I'll work on them later)
Suggestions for the diffuse map?
EDIT: Crap, and I still can't get the images to display correctly :P
I'm fairly happy with the diffuse, so I'm going to move on to spec/glossy now.
Go over your diffuse, see which areas need more dinging and damage than others.
Use reference. See how other games like Company of Heroes do their textures on the same type of weapon.
Do you all think the diffuse map is good enough? If so I'll move on to specular, gloss and normal.