Here is the start to the low polys this is the base, 240 tri's, normal map and still have some work to do like add dirt map, and fix some issues on the spec map but happy with the progress for now...
It's been a while, it might not look like much progress but i learnt heaps about substance designer and finding my own groove regarding a texturing workflow. I am really getting comfy with substance designer and wanted to be able to change turret colors without having to go back and edit a psd etc. This is an ingame screenshot from Unity with substance applied. I am happy to finally progress with the rest of the turret and modular pieces...
Thanks guys, much appreciated. Here is the substance workflow, the inputs from the left are just 4 instances of a metal substance i did which was literally a clouds node with a grunge overlay and a color node, and the metal plate substance which was just an instance of the metal substance with a mesh pattern to a normal node. Then i used a color id mask which i baked out from 3ds max and hooked the various colors to the various pieces using a multi material blend. The rest was just so AO, baked in substance, curvature map also baked in substance and added a height map for the rivets which i then combined into the baked out normal map and i blended the normal from the metal plate into the main normal map. Its really basic. I didnt create a spec map, i used the curvature map to create edge blur and baked some edge highlights into the col map.
another update, still need to add some dirt and some vents in the bottom gaps or maybe some sort of light or something, not sure yet
Then time to finally move onto the next pieces, progress should speed up a bit now that i'm happier with the result
Another update, am not entirely happy with the result, think there might be a bit too much wear and tear on them, am going to play around with the values a bit and see what i can get...
Nice work on the model. I think a dish on a turret is a bit out of place. The wear/scratching on the textures looks overdone, as it's almost everywhere.
Thanks for the feedback, i agree with the wear/scratching, its too much, am going to tone that down and not have it everywhere. As for the dish i tossed it out when i made the low poly models
Much better.
There is still something "odd" compared to the clay-version, but I can't nail it down.
Maybe it's the amount of colored faces or the color shemes.. not sure.
You got rid of the panelling on the four turret shield? why so? they could easily be done on the normal map and in my opinion makes the shield a little more interesting.
Hmmmm, lol, erm .... i have no excuse, i think i just have a lot of different versions from things i tried and it got lost along the way. The current one is a normal map too, it was probably just convenient at the time. tut tut tut! Thanks for pointing that out, i did quite like that original shield too, i will most def bring it back.
Valid point, makes sense. No i didn't think there would be operators, you are right there is still way too much edge wear. I just didn't want it looking too clean and new.
Thanks for the feedback will make more adjustments...
OK i am going to call these done, thanks for all the feedback, i have learnt a lot from this exercise, i would def do a lot of things different. It is time to move on to a new challenge.
Replies
They looks a little bit like some plastic miniatures
Then time to finally move onto the next pieces, progress should speed up a bit now that i'm happier with the result
There is still something "odd" compared to the clay-version, but I can't nail it down.
Maybe it's the amount of colored faces or the color shemes.. not sure.
Just curious why, thanks
Ross!
Thanks for the feedback will make more adjustments...