Not bad, bro. Needs more contrast. Everything is the same color/saturation. Throw some variation in there, different colors, some darks and lights. Not too busy, just same color all over
well, it is the standard soviet green used on all soviet vehicles. soviet vehicles have never been known for their glamorous colouration, so i try to give it a bit of variation through the weathering.
looks good so far... for texture advice, maybe add some yellowing to the upper parts and sky-facing surfaces? A specular map would also do wonders for this model
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looks good so far... for texture advice, maybe add some yellowing to the upper parts and sky-facing surfaces? A specular map would also do wonders for this model
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i have a specular map, but i can never get them to show off properly, and its driving me nuts.
The wheel rims, hubs and some parts of the turret have a brownish hue. That could give you a little more colour variation if you exaggerate it a little.
its for scale models and involves real paint yes but its pretty damn good for reference i think.
keep up the nice work
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sigh, i wish i could apply washes to a 3d model like that.
heheh, i created the shilka model, and based it mostly on a 1/35 plastic scale model, with pictures from the web to fix some glaring errors.
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texture looks boring, even metal like that has subtle hints of color or wear that makes it non boring.
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the metal is not visible. usually the vehicle is set with a primer, and then painted in camouflage colours.
i added a lot of not-so subtle hints of colour to make it look less boring, but when rendered, it turned very bland.
here's a screenshot of the diffuse in the viewport:
The diffuse and specular are way too blurry and splotchy.
You have a nice model and a really sharp normal map, but the diffuse and specular aren't helping it.
Try running your normalmap through Crazybump, using the "Render Displacement Map" button on the left, then sliding up the "Enhance Detail" slider. This will give you a "cavity and raised edges" map which you can overlay onto your diffuse (overlay or soft light at 10-20% opacity is good), and also overlay onto your specular (a higher opacity, to make the highlights pop).
Looking at your diffuse sheets, the best area IMHO is the front right panel, with the baked-in shadow of the spade. The metal and scratches behind that look pretty sharp and realistic.
If you compare that part to some of the other parts, they just look blurry and undefined, as if you rendered Clouds or Noise filters and then blurred them.
The main problem with your textures is that they're not very consistent. You've got some areas of really nice detail (as I mention above), but then other areas just look like they've had no work at all.
If you can bring the whole thing up to a consistent quality, it'll look great.
Replies
Anyways, its good but I'd start with the hard surface details and wear.
looks good so far... for texture advice, maybe add some yellowing to the upper parts and sky-facing surfaces? A specular map would also do wonders for this model
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i have a specular map, but i can never get them to show off properly, and its driving me nuts.
however if you wanna edge it a bit, take a look at this tutorial from armorama.com
http://www.armorama.com/modules.php?op=m...&artid=1703
its for scale models and involves real paint yes but its pretty damn good for reference i think.
keep up the nice work
indeed the russian green is about the most boring armor out there
however if you wanna edge it a bit, take a look at this tutorial from armorama.com
http://www.armorama.com/modules.php?op=m...&artid=1703
its for scale models and involves real paint yes but its pretty damn good for reference i think.
keep up the nice work
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sigh, i wish i could apply washes to a 3d model like that.
heheh, i created the shilka model, and based it mostly on a 1/35 plastic scale model, with pictures from the web to fix some glaring errors.
a wash is like a layer set to overlay
texture looks boring, even metal like that has subtle hints of color or wear that makes it non boring.
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the metal is not visible. usually the vehicle is set with a primer, and then painted in camouflage colours.
i added a lot of not-so subtle hints of colour to make it look less boring, but when rendered, it turned very bland.
here's a screenshot of the diffuse in the viewport:
Got flats of your texture sheets?
You have a nice model and a really sharp normal map, but the diffuse and specular aren't helping it.
Try running your normalmap through Crazybump, using the "Render Displacement Map" button on the left, then sliding up the "Enhance Detail" slider. This will give you a "cavity and raised edges" map which you can overlay onto your diffuse (overlay or soft light at 10-20% opacity is good), and also overlay onto your specular (a higher opacity, to make the highlights pop).
Looking at your diffuse sheets, the best area IMHO is the front right panel, with the baked-in shadow of the spade. The metal and scratches behind that look pretty sharp and realistic.
If you compare that part to some of the other parts, they just look blurry and undefined, as if you rendered Clouds or Noise filters and then blurred them.
The main problem with your textures is that they're not very consistent. You've got some areas of really nice detail (as I mention above), but then other areas just look like they've had no work at all.
If you can bring the whole thing up to a consistent quality, it'll look great.
Keep it up!