This looks good. Great texture detail. I would recommend using depth of field when rendering something so small. If I didn't know the scale of modern/futuristic munitions then I would be confused on what I am looking at and how big it is. Try to imaging what a picture would look like if it were captured by a camera.
the FOV is so low on these shots that it's close to a telephoto lens, meaning low distortion but also low DOF impact for such small objects. don't worry though we'll get some juicy blurs in future
I still find it amazing how far you manage to push your texture work using photoshop alone. These should be some really nice looking munitions, can't wait to see the rest man
they're meant to be for small arms (at least for me, not sure what the concept artist intended). the tight FOV is probably making them seem ambiguous without any environmental context. for final shots a change of lens like this should make it more clear i think. maybe like a wooden surface to sit them on too, or a metal shelf, something with clear intrinsic scale
These are wild, but I have to agree, the ambiguous scale does make the actual size of these pretty confusing. Great work none the less, your stuff never fails to impress me.
Sexy work here Amsterdam! Honestly I don't care about the scale issue some people are having here. You say bullets, I get it. They're small metal dicks. Knowing they're as big as my palm or palm + fingers won't change my appreciation for this.
I agree, awesome work! What's messing me up on the scale is the text and warnings. I think when someone sees writing on a bullet-shaped object, they think missile, because bullets typically don't have writing or warnings on them, except on the bottom.
I agree, awesome work! What's messing me up on the scale is the text and warnings. I think when someone sees writing on a bullet-shaped object, they think missile, because bullets typically don't have writing or warnings on them, except on the bottom.
Right, bullets often do have quite small text, just physically impressed into the bottom of the cartridge. I think Dustin has a point that it seems different when painted. IDK. Just following the concept really, although he might have meant for them to be larger. Railguns are pretty big IRL. I honestly don't think the scale is a big deal here, camera lens and environment context change everything
Ah, the metal box underneath neatly serves up size context. Great looking (though I can't comprehend which type of ammunition needs to be both square and cylindrical )
I'm equally comfortable with both. In fact the ball uses a metalness map (the platform does too)
As long as you're aware of the physical limitations of materials and always assign metals a diffuse value around 17/17/17 and dialectrics a specular value around 51/51/51, there is no difference on the authoring side which technique you use.
In production I think metalness is superior because it limits the mistakes that artists can make in choosing inaccurate values. It also allows you to reduce the number of textures by packing the metalness map into the alpha of one of the other maps, something you can't do with a specular map. On my own projects I pick between the two at random.
Fantastic texturing, as always. I know you can't talk about TB3 but, I can't wait to get my hands on it. Renders are fantastic. If it weren't for the TB logo I'd assume offline render.
Replies
These should be some really nice looking munitions, can't wait to see the rest man
they're meant to be for small arms (at least for me, not sure what the concept artist intended). the tight FOV is probably making them seem ambiguous without any environmental context. for final shots a change of lens like this should make it more clear i think. maybe like a wooden surface to sit them on too, or a metal shelf, something with clear intrinsic scale
Right, bullets often do have quite small text, just physically impressed into the bottom of the cartridge. I think Dustin has a point that it seems different when painted. IDK. Just following the concept really, although he might have meant for them to be larger. Railguns are pretty big IRL. I honestly don't think the scale is a big deal here, camera lens and environment context change everything
doing an electro one next
As long as you're aware of the physical limitations of materials and always assign metals a diffuse value around 17/17/17 and dialectrics a specular value around 51/51/51, there is no difference on the authoring side which technique you use.
In production I think metalness is superior because it limits the mistakes that artists can make in choosing inaccurate values. It also allows you to reduce the number of textures by packing the metalness map into the alpha of one of the other maps, something you can't do with a specular map. On my own projects I pick between the two at random.