So I started this thing some time now based on the nocturne rifle from that final fantasy spirits within movie so the concept credits go to them.
The normals baked out fine and the model stuff is finished.
However, I still got problems my texture. Keep in mind that there is no specular map atm.
Critique on everything would be great, I especially need help with the black plastic parts since I do not know how to really texture them 'well' for normal/spec map usage. Any advice would be great.
And comments on the metal as well
Thanks for watching.
Note: The diffuse shown is 2048 in it's real size
Replies
A mod would be cool none the less
Alright here's the reference, dunno atm where it's from so credits to them
The magic of metal comes from the reflections - the spec map and so forth is where its at. You will have a deeper sense of satisfaction once thats in place.
A few things I can suggest at this stage.
Use a Darker grey in the metal, then get the brightness in the spec - one trick they use in Unreal 3 was pump lots of color into the spec map, and keep the color very dark and drab. Makes the light ping!
Hang on....
PATTER, PATTER, patter, patter, patter, (clunk), patter, patter, patter, PATTER, PATTER THUNK!
Okay, so I just grabbed the FF book (awesome book)- on page 117 is the nocturne and boy- they have put really exaggerated drybrushing on the spec map. Much more contrast and an oil dirt layer in the middle of each plate. The metal is hinted cyan, - whack a contrast/brightness to start.
You have missed a few of the cool details on the model- it may be worth your time going back to put them back in so you can pop your texture. Im talking about the prominent red t-bar on the back-top, the locking switch and beveled handle and screws in the handle add a LOT of character- and finally the protrusions on the power cylinders. These are really recogniseable and actually pretty cool- so it would be a shame not to capture these in your work, since you have put this much work into it.
One last, tiny little crit is check your normals around those inset bevels in the handle- therese some noise above them, which takes away from the polish of your model.
One trick I use it to render the wireframe out- erase out the inner edges and leave just the sharp outer edges. I can then use this layer with blurs to get sexy drybrushing masks, way better than hand painting the wear on the edges.
Hope all that helps.
Hey thanks for the feedback !
Which details are you talking about specially?
I tried to brutemodel everything I could see Oo
The only one's I could spot are the red t-bar and the logo on the grip. That's it, and I will add those via an overlay to the normal map.
Daveness:
Yeah I intended to add the metal details via the specular map
And which noise are you talking of? an overpaint would be quite nice
quyeno: Those are all the screws n stuff I could see from the various resource images I got.
And most of the stuff is actually seperated.
As I mentioned, I really need help with the plastic parts^^ especially the black gripp stuff at the front.
Maybe add some scratches and dents?
It is from Final Fantasy: The Spirits Within movie. Just watched some parts today.
I would really recommend giving the gun more "use-history." All I see is ambient occlusion. Rust it up where it joins in certain places, scratch it up as if for example the character was running away and he hit the wall or the gun fell down. Does the gun shoot lazers? bullets? Maybe put some left over grunge on the tip from where the gun shoots...stuff like that, good luck man.
quyeno: Hm, the blue sounds good will try that, regarding the heightmap,
I already did that xD, maybe I have to adjust the opacity a bit.
Blenderhead: Huh you're right I guess. A few more scratches n dents won't hurt.
Mazvix: Yeah grunge/dirt should be the key. It's some sort of energy rifle, so I
thought of adding a burnt look to the barrel and the front with some
black brush strokes. Any suggestions?
http://www.flickr.com/photos/15454791@N00/277499560/sizes/l/
Titanium goes through the entire rainbow of colors when it gets hot,
http://images.google.com/images?hl=en&um=1&q=titanium+exhaust&sa=N&start=0&ndsp=20
I have a titanium watch, hey I better watch out!
So what were the tips? Keep it up ur getting there HAL!
Here's a small update, haven't had that much time lately.
Moving towards the specmap if there isn't anything else with the diffuse so comments are really appreciated
the only things bothering me now are the smiley face. it could be done better (i dont know if its a sticker or paint).
also the red text..i dont know. maybe its a font or its too saturated.
but the metal bits look very cool.
Started working on the specmap now.
Thanks everybody for the help, that was really helpful
Hope you like it