Hey guys, I modelled this months ago so both the models are a bit dodgy. I'm also regretting putting it on a 1024 rather than a 2048 but anyway I finally got around to finishing the textures in the last couple of days :>
looks really good man, normal map is really effective. as to the texture size, 1024 holds up great, if it was flying around in game it would probably be downsized to 512 anyways. The only thing I would maybe suggest is a little more variation in the values of in the spec to break it up a bit.
dope work man.
Crits:
- It looks like every piece has a bevel on the edges even ones that shouldn't? Did you crazy bump the normal map or are the bevels meant to be there?
- You might need to pad each piece a bit more, I'm not too sure the current layout would downsize or mip-map well? There might be a lot of bleeding around each piece...
Thanks guys, I meant that for my own enjoyment I would have preferred a 2048 map :poly124:
Vig: I'm not quite sure what you mean about the beveled edges. It could be that my High poly was too soft (Didn't have much of an idea of what I was doing back then). Also I can do nothing but agree about the UVs. At the time I was not too familiar with mip-mapping and how compression worked within a real-time engine. I was more in the "Space-utilising Nazi" camp where I didn't want to let a single pixel go to waste
thats pretty friggin dope. Textures are fantastic. with a 2nd tighter pass it would be pro level.
watch out for the tires, spec is too much, and too tight for rubber.
you need a gloss (cosine) map to differentiate the materials more. that would make it look better. not too hard either, should be mostly just solid colors for the different materials.
interesting design btw, what era is this?
also , your numbers and letters dont mirror well. (backwards)
Thank you 00Zero. I'm ashamed to admit that parts of the spec map were rush jobs, (like the tires), I'll edit it before putting it up on my site. I have also never used a gloss map before, could anyone give me a quick skinny on them? Also the model is the RQ-2 Pioneer, They're from the Gulf War era. No 2 refs of it looked the same however since they used it for so many different roles:
Nice work.
This is off-topic, but I have to say it since I keep seeing this; your textures are actually shown at 25% size, since 512² is 25% of 1024², not 50%
My basic understanding of a gloss map is it controls the exact intensity of the gloss level on the texture map itself instead of using a gloss that remains the same over the entire object or a uniform gloss. It works like a spec map, white =100% gloss, black = 0% gloss. So if you want a tight shine on the tires make them close to white on the gloss map. If you want a softer general shine make it more grey. I think it depends a lot on the particular shader you are using though. It's worth playing around with IMO. Really nice model and textures BTW.
Nice work.
This is off-topic, but I have to say it since I keep seeing this; your textures are actually shown at 25% size, since 512² is 25% of 1024², not 50%
heh, nice catch on the typo. I guess it should read "All textures shown at 50% original dimensions"
spec map defines how strong the highlight is. barely visible -> white spot
gloss map defines how tight(small) or broad the highlight is. it doesnt actually affect the strength of the highlight, just the size.
tires have a fairly broad highlight (if theyre dry at least) so the gloss color would be darker for a broader highlight.
glass has near perfect reflections so the gloss map would be lighter to make the reflections tighter.
it can also be used for other cool effects (if your engine supports gloss maps) such as greasy fingerprints (slightly darker gloss map) and blurred reflections for brushed metals and stuff (light spec map with darker gloss map). so just because the spec value is bright doesnt mean the gloss cant be dark.
PS. the photoshop resizing vs actual area always confused me too.
Replies
Good job mate!
dope work man.
Crits:
- It looks like every piece has a bevel on the edges even ones that shouldn't? Did you crazy bump the normal map or are the bevels meant to be there?
- You might need to pad each piece a bit more, I'm not too sure the current layout would downsize or mip-map well? There might be a lot of bleeding around each piece...
Other then those two minor points looks great!
To be honest it'd still hold up with a 512
Vig: I'm not quite sure what you mean about the beveled edges. It could be that my High poly was too soft (Didn't have much of an idea of what I was doing back then). Also I can do nothing but agree about the UVs. At the time I was not too familiar with mip-mapping and how compression worked within a real-time engine. I was more in the "Space-utilising Nazi" camp where I didn't want to let a single pixel go to waste
what's that thing in the middle of your normal map? looks like some object space normals found its way in.
hmm.. I guess the texture is dark there so I guess it's a place where no one would notice
watch out for the tires, spec is too much, and too tight for rubber.
you need a gloss (cosine) map to differentiate the materials more. that would make it look better. not too hard either, should be mostly just solid colors for the different materials.
interesting design btw, what era is this?
also , your numbers and letters dont mirror well. (backwards)
RQ-7 UAV
This is off-topic, but I have to say it since I keep seeing this; your textures are actually shown at 25% size, since 512² is 25% of 1024², not 50%
Cool uav, mang. Text is backwards on the opposite sides, though.
heh, nice catch on the typo. I guess it should read "All textures shown at 50% original dimensions"
gloss map defines how tight(small) or broad the highlight is. it doesnt actually affect the strength of the highlight, just the size.
tires have a fairly broad highlight (if theyre dry at least) so the gloss color would be darker for a broader highlight.
glass has near perfect reflections so the gloss map would be lighter to make the reflections tighter.
it can also be used for other cool effects (if your engine supports gloss maps) such as greasy fingerprints (slightly darker gloss map) and blurred reflections for brushed metals and stuff (light spec map with darker gloss map). so just because the spec value is bright doesnt mean the gloss cant be dark.
PS. the photoshop resizing vs actual area always confused me too.
One thing though - u have "605" flipped on one side because u r using same texture for left and right side.
Maybe just remove the number to quickly correct the problem.