Hello All.
Im new here. First time posting on poly count.
Here is my first normal map project I did for my demo reel. It was a big learning curve.
Anyways wanted to post some pics of my stuff.
Comments, critiques and paint overs very much welcomed.
Here are the Stats.
12,500 Tris
2048x1024 Texture Res
Diffuse, normal, Spec.
Screenshots grabs has around 4 lights with real time render.
I had a few questions. What do you guys think about the spec map? I haven't done much spec. Also for maya material settings for this blinn shader what do you guys set the diffuse setting at. Current its at .8 but i heard somewhere for metals you can go lower.
Specular Map:
Normal Map:
Replies
http://www.acig.org/artman/uploads/rslmaf_mi-24_af-0010_001.jpg
http://www.asiatradingonline.com/Mi24-Hind.jpg
These two refs make me think you should use a similar brownish color for the green, and the underbelly looks more like a silverish blue. For the scratches, so you should go back and take the time to use custom brushes and the smudge tool to make the scratches look more natural.
as Slainean said, try to make them look like, you know, actual scratches and wear and tear. Then, instead of bringing down the piece it will do it justice. Try making or finding custom grunge or scratch brushes and using those in spots where the scratches would actually occur.
If I recall correctly there was another recent WIP thread around here where someone posted their grunge brushes for free use. search "Hugo" and you should be able to find them
I'll go ahead and fiddle aorund tweak those scratches and play with the specular map color more.
I hope I odn't have to reflip and rebake every normal layer that I created.
Anyways here is an update. I errased more of the scratch layers out and also played around with the specularity map to try to get it more realistic. Any better?
and yes you're on the right track with your texture. grab some more grunge textures to avoid the painterly look n feel of the dirt stuff - if realism is what youre aiming for.