hello guys! im compared to most of you, relatively new to modelling. i always wanted to make my own games so i started to learn modelling and texturing.
heres a screen of my lasgun in blender, with normal map applied ( xnormal is giving me troubble atm, im totally new to using maps)
textures will come soon, i hope my second texture will be good.
critique and tips always welcome, im here to learn and improve after all !
http://tinypic.com/view.php?pic=2nneq0&s=5http://tinypic.com/view.php?pic=2cfyyxx&s=5
Replies
http://i.imgur.com/Yn1UQEq.jpg
http://i.imgur.com/ZHZMhjA.jpg
http://i.imgur.com/6WjWrgo.jpg
http://i.imgur.com/LrS4SA3.jpg
like so
It's generally best to work on the Diffuse, specular, and gloss all at the same time. When your texturing your defining materials and the relationship diffuse, Spec, and gloss have with each other is what defines that material. You'll get the best result if you work on their relationship to each other together at once.
Also more variation in texture would be good. Color variation and dirt, make it not so evenly colored. The edge highlighting is pretty nice
i thought about putting the grunge and dirt layer at a higher opactity, but i fear that would take out the subtleness of it.
racer generally suggests keeping such things simple and barely noticeable...
as for the normal map... i have troubble with xnormal since i made the over 100k poly hipoly mesh, it gives me : "pls, set to any highpoly mesh visible" same message all the time, even though its set to visible in the checkbox in the highpoly meshes section
thanks for the critique!
i guess you mean the superstructure metal, since the gun is made up of 3 different metals. the scope type metal will be pretty shiny, unlike the darkblue and the darkgrey metal for the superstructure.
p.s. i darkened the metal, i dont like it. it kinda takes away the color variation within the whole texture...
After looking at some references, it looks like what you thought is a scope is no actual scope, just some kind of rail.
Here is a actual GW concept with a proper scope
Its not the same model, but they use the same scope in whole 40k.
It appears that the top of the trapezoid shapes are used to aim, it would be nonsense trying to look through a scope the size of a permanent marker anyways, maybe its the red laser marker they usually have.
Also, things like color variation need to be used very subtlety.
Well most things are meant to be subtle and some things are there to break the uniformness. For the start the diffuse is pretty fine, youll learn with the time. Try out making a specular and put some detail in there are certain places. Then try out some light setups and see if you like how it came out.
you can modify your normals in NDO2 and easily add bolts and such, maybe check it out sometime
A 100k poly mesh can even considered an ingame model, current car models are that high. Either you didnt read right, or you did something wrong.
The basic difference between a specular map and a gloss map is, that the spec defines the specular highlight of a particular part of the map, while gloss map defines the width of the highlight (as seen in the tutorial).
Some info about normal maps (bump maps) from the Polycount wiki.
another good one, Even if your not in marmoset, That goes over what Diff, Normals, Spec, and Gloss do and how to manipulate them. http://www.marmoset.co/toolbag/learn/materials
Essentially: Diffuse is color information (like you've seen)
Normals change the way light hits the surface by "Faking" detail and form. "Per Pixel Light/shading" as EQ puts it.
Specular defines the specular reflection of the surface. it controls the intensity of the reflection and the color of it.
The gloss controls the specular highlight. The higher the gloss value, The smaller the highlight and the shinier the material looks. The lower the value the wider the highlight, the more matte it will look and appear rough.
For example, you've got these bolts on the side of the gun. Now, where's the seam for the panel that these bolts are holding together?
My general advice for rendering would be, don't use a background image. It is distracting from you work.
All in all you did a good texturing job. Only things I'm missing are grunge and ambient occlusion. And some texture seams are visible, e.g. at the stock.
yeah i should have tried to hide the seam there better by making an indent or something like that,
thanks for the critique.
Well anyway, great model, seems pretty spot on, good job.
It really dont look like a scope. Maybe the Laser Pointer like mentioned.
My feedback:
The imperial eagle is an ornament. Make it bigger and with real geometry and it works wonder.
Make a prayer on the weapon in imperial gothic.
The muzzle is a bit to "sharp" maybe smooth it a little.
For the overall look, load the weapon with the ammo pack, its better for feedback.
The Ammo pack looks flat and very low poly. The texture looks odd and more like a failure. Smooth the Ammo pack a little becaus it has very sharp edges.
Dont save geometry for such a simple design.
You have the Polygons so run riot and make it fency in the name of the emperor. :poly124: