1110 Tri's, 512x512 Diffuse/Normals/Specular. Its not very good i think. I think im going to redo it. What do you guys thinks? how can i make it better?
hmmm, I am not really sure what this is supposed to be used for. Is it a high poly or a low poly attempt. Most of all, I would build a low poly version and bake. It looks pretty good though, but I couldn't ever imagine a mesh like that going in game as the normals would hold nearly the exact same detail alone.
in my oppinion the texture is not yet supporting the shape at all- it looks like collage texture filling the full shape instead of picking up the hard edges, the seams and concave areas.
I am pretty sure that on the original granade there are more mechanical details such as holes for the pins- some color scratches or or other mini details that could be included in the texture.
A good starting point would be to drop most of the dirt/noise out of the diffuse texture, but keep it in the specular map (with some tweaks). The surface is coming across as very matte, giving it the stone-like appearance mentioned above.
realistically speaking, that grenade would get very little screen time / space i believe?
too many tris man.
reduce the tris on the pin, and u dont need the indents to be modelled in. That's pushing it. Let the normals do that
also, get rid of ur dirt. that's way too much. 'nades dont get that dirty unless they've been tossed around, or have already blown up.
i _think_ they need to be periodically maintained too if not used?
either way. shave the tris. make ur normals _do_ something.
and get rid of all that dirt. u dont need that much
gl
Make the spec work for you, right now it's not really helping the texture all too much. I'd do a a highlight on the bevels, not too white, but enough so the normal can pop out a little more. I'd also make the diffuse a little less noisy.
Replies
the texture looks too much like stone rite now. needs more spec work to bring out that shimmer
[Edit] MikeF beat me to it.
I am pretty sure that on the original granade there are more mechanical details such as holes for the pins- some color scratches or or other mini details that could be included in the texture.
too many tris man.
reduce the tris on the pin, and u dont need the indents to be modelled in. That's pushing it. Let the normals do that
also, get rid of ur dirt. that's way too much. 'nades dont get that dirty unless they've been tossed around, or have already blown up.
i _think_ they need to be periodically maintained too if not used?
either way. shave the tris. make ur normals _do_ something.
and get rid of all that dirt. u dont need that much
gl