Your normals seem to have a ton of smoothing group errors. In a synced workflow that wouldn't generally be a problem, but I would reccommend going back and playing with the smoothing groups/hard/soft edges and letting your normal map do less work.
Also, your UV map in general could be layed out a bit more efficiently.
Try to keep islands squared up and pieces like that tire tread could just be straightened out into a rectangle to improve visual quality from aliasing.
Here's a really shitty example of what I mean by aliasing, but i think it gets the point across :P
Everything else looks great! Fix those issues and I think you'll have a rockin model to texture!
The scratches on the turret and rear didn't look right.
Try to think where scratches would appear if this vehicle is in use (normaly at edges, extrudes etc, not flat surface).
Also the yellow (which I would repaint a little less YELLOW^^) helds would be far more scratched/oiled if they were used to attach something.
Also try to avoid general (photoshop) filters to add scratches and dirt, they have the tendency to make your texture blurry, noise and not good readable.
Also a little bit more color diversity makes it a lot more intressting and real.
Most military vehicle seems to have only one color but if you ever build a plastik model of one, you will see they have a lot more colors.
It looks like you are setting all your edges to soft, 1 smoothing group, and baking. That is why you have all those gradients in your normal map, which can cause problems, especially when you compress your maps down. You want to make sure you are using hard edges to control your shading, and UV splits on those hard edges to get good bakes. Here are some videos that will help. https://www.youtube.com/watch?v=ciXTyOOnBZQ https://www.youtube.com/watch?v=OONQzKcWeMY
You UVs can be layed out a lot better. Take the time to make sure you are making the edges that you can straight, getting pieces to nicely fit together to optimize space, and making sure your pixel density is good.
You should look into doing spec and gloss maps. That is where you quality textures from and how you make sure your different materials read correctly. There are lots of good texturing tutorials and content out there to get started, check out Racer's tutorials and the polycount wiki.
Replies
The driver's viewport is only on the right side of the tank; you have one on both sides.
The fence on the rear of the hull should be shorter and the top rail should be thicker.
The ridge under the lower handhold on the hull isn't present in the concept.
ok, Will fix those four and i will remove that ridge , if it doesn't look good..:)
Polycount : 21K tris(21150 tris)
http://www.polycount.com/forum/showthread.php?t=107196
That thread has a ton of info on the subject!
Also, your UV map in general could be layed out a bit more efficiently.
Try to keep islands squared up and pieces like that tire tread could just be straightened out into a rectangle to improve visual quality from aliasing.
Here's a really shitty example of what I mean by aliasing, but i think it gets the point across :P
Everything else looks great! Fix those issues and I think you'll have a rockin model to texture!
Literally i am unwrapping and baking for first time and i done only highpoly before...
can you say any other tutorials, tips and tricks for me?
There's also a lot of good info on the Polycount Wiki at the top of Polycount.
For your first try, its not bad, you're heading in the right direction for sure.
optimised this model to 19K tris (19975 tris) for unearthy challenge.
Started the base diffuse map.
software : blender + photoshop
Uv unwrapping, baking and texturing for first time, so, please comment and critique.
Thank you.
Try to think where scratches would appear if this vehicle is in use (normaly at edges, extrudes etc, not flat surface).
Also the yellow (which I would repaint a little less YELLOW^^) helds would be far more scratched/oiled if they were used to attach something.
Also try to avoid general (photoshop) filters to add scratches and dirt, they have the tendency to make your texture blurry, noise and not good readable.
Also a little bit more color diversity makes it a lot more intressting and real.
Most military vehicle seems to have only one color but if you ever build a plastik model of one, you will see they have a lot more colors.
https://www.youtube.com/watch?v=ciXTyOOnBZQ
https://www.youtube.com/watch?v=OONQzKcWeMY
You UVs can be layed out a lot better. Take the time to make sure you are making the edges that you can straight, getting pieces to nicely fit together to optimize space, and making sure your pixel density is good.
You should look into doing spec and gloss maps. That is where you quality textures from and how you make sure your different materials read correctly. There are lots of good texturing tutorials and content out there to get started, check out Racer's tutorials and the polycount wiki.
Hope that helps.
polycount : 20K tris (19975 tris)
software : blender + photoshop + UDK
Uv unwrapping, baking and texturing for first time, so, please comment and critique.
Final Update.
hope you like it.:)