-Gonna post last shots of hi-poly tonight/tomorrow.
-Gonna post bakes tonight/tomorrow just checking for any other errors.
I had a question about how to setup transparency. I have the piece made for HUD but not sure how to go about it. I read: http://wiki.polycount.com/wiki/Transparency_map and I get you have to setup an alpha. Would you just make the alpha at 50% because the piece was left out of the bake because if I bake it overrides the previous information?
Another question I had was about Convexity map vs Concavity map. Anyone found a good use for this map? I was just curious since I believe you can use the cavity map for edge wear/ highlighting and tighter dirt pass.
Texturing:
I have a few matID's setup to break up materials.
I have 1 setup for underbody/ hardplastic
1 for metals
1 for mainbody/ hard plastic
3 for floater groups
1 for gaps
1 for tubing
So just wanted some thoughts on materials. I was planning to go hard plastic route vs. gunmetal. Unless it appears more closer to a gunmetal.
Wip of low poly textured out of marmoset. -BaseColor -Roughness -Diffuse
-Need to get an alpha map of HUD -Still not sure how to use curvature/convex map here. -Tried doing dirt and scratch pass but they came out too heavy. -Also this is in photoshop, I know there is substance and 3dcoat. Gonna use those on next piece. -I also realized I forgot the trigger...
Steady improvement, I must say. The maps definitely look better but I feel like there are still some areas where you could be making better use of your texture space. Either way, it's looking much better.
-Any feedback is appreciated as I push through this. (ongoing) -Thoughts on setting base textures -Approaches on creating wear layers with convexity map
Also important is areas of visual rest (not too much detail everywhere, or the composition looks noisy) and contrast - contrast in colour, contrast in roughness, contrast in detail. You need all of these in order to make the composition, or in this case your texture, look both readable and interesting.
Im liking it so far, definitely push the contrast between materials in the metalness. Its hard for me to tell if the white is metal, plastic or painted metal. All of these would be handled differently in the metalness map. I would also enhance the AO in some areas.
Nice job on the textures man i really like it ! i would bring the spec down a bit on the white paint it kinda feels wet and a few minor things like some areas on the butt of the rifle are a bit stretched there are also places where there is no texture and it goes to a flat color/reflection and there is one point on to next to the cylindrical area that is really reflective. I would also really work on the pipping filled with plasma. i feel you can really elevate this piece if you correct the errors with shapes and proportions.
Replies
Updates-
Hipoly clay
Hipoly wire
Beauty Shots
Lopoly no normals
Lopoly with normals
Lopoly wireframe with normals
Lopoly side and rear views
Wip of low poly textured out of marmoset.
-BaseColor
-Roughness
-Diffuse
-Need to get an alpha map of HUD
-Still not sure how to use curvature/convex map here.
-Tried doing dirt and scratch pass but they came out too heavy.
-Also this is in photoshop, I know there is substance and 3dcoat. Gonna use those on next piece.
-I also realized I forgot the trigger...
-Any feedback is appreciated as I push through this. (ongoing)
-Thoughts on setting base textures
-Approaches on creating wear layers with convexity map
https://www.gametextures.com/the-anatomy-of-a-texture/
Don't understand any of it. Got a long way to go.
Also important is areas of visual rest (not too much detail everywhere, or the composition looks noisy) and contrast - contrast in colour, contrast in roughness, contrast in detail. You need all of these in order to make the composition, or in this case your texture, look both readable and interesting.
Basically, read everything under 3) Composition. haha
http://www.neilblevins.com/cg_education/cg_education.htm
So These are few renders I have done
There are some color theory tests. Top is cool, middle is warm, bottom are just base renders. I still need to refine DOF but that is minor.
Still haven't figured out curvature map.
Wondering which ones are working which ones aren't.
https://us.v-cdn.net/5021068/uploads/editor/hy/7do6t8f7ct29.png
In this shot specifically all of the details feel the same depth and adding some more AO in some areas could help that.
hope this helps!
Metal would be 70-100% reflectivity
Plastic 4%
Painted Metal 4%
Plan on redoing whole thing in future.
i would bring the spec down a bit on the white paint it kinda feels wet
and a few minor things like some areas on the butt of the rifle are a bit stretched there are also places where there is no texture and it goes to a flat color/reflection
and there is one point on to next to the cylindrical area that is really reflective.
I would also really work on the pipping filled with plasma.
i feel you can really elevate this piece if you correct the errors with shapes and proportions.