I think your diffuse could use a lot more saturation. Right now everything looks very bland and pastel. The example that bitmap posted looks more rich and solid imo.
But your model and base textures look good just push the colors a bit more
The pale yellow is to ensure that no colors go out of gamut or become over saturated while I work, when the texture is complete the yellow will get pumped. That being said, the change will be small and not come anywhere near that dark, saturated, orange color.
seems that you may have a problem with your gamma settings, cause the pale yellow looks almost completely desaturated on my monitor and the 'dark orange' you mentioned in fact is a more saturated yellow.
I know what has happened here. There was a color shift from max to photoshop. In order to reverse the effect I assigned my monitor profile then converted to srgb space so now what you see in a color manged browser will match what my 3dsmax looks like.
seems that you may have a problem with your gamma settings, cause the pale yellow looks almost completely desaturated on my monitor and the 'dark orange' you mentioned in fact is a more saturated yellow.
6 responses about my choice of yellow color is not really that constructive. With the real thing there is variation in paint color but the most common (and the color I am painting) looks like this:
these are all from the first page of a Google image search for "cat 235"
Is it the very bright ambient light that is bothering people? Its so that I can see what I am doing painting.. Here's an image where I dropped the fill , turned on shadows, and turned up the spec:
As I said before, I am still painting the diffuse texture so the spec mask is temporary.
i dont mind the yellow color i just run into alot of these construction vehicles here in Pittsburgh. the treads and the thing in between the treads can use some grime, dirt, mud ext to make it look like its been in operation. good start on the arm of it though but keep pushing it.... even the glass can have some dirt or frosting on the corners.
Pretty cool model.
Agree with everyone on the paleness of the paint. If you let your specular and glossiness speak for tonal variation you can afford to saturate/darken it a bit more. Darker diffuse paint usually reacts better under a lighting setup. Other than that some dirt maps would be nice on the pistons and to finish off the area where the digger head is.
Small detail: spotted the bucket seems to be missing the thick welded fin on the back that acts as a join to the crane arm, atm it looks too much like intersecting geometry than functional in that area.
I like it, the texture isn't over done/normal mapped like a lot of current game art you see. The Tri count is a bit high though and there's some distortion in the bottom left of the inside of the tread on the 2nd image.
Replies
no..
this is great texturiing:
But your model and base textures look good just push the colors a bit more
qft
these are all from the first page of a Google image search for "cat 235"
Is it the very bright ambient light that is bothering people? Its so that I can see what I am doing painting.. Here's an image where I dropped the fill , turned on shadows, and turned up the spec:
As I said before, I am still painting the diffuse texture so the spec mask is temporary.
Agree with everyone on the paleness of the paint. If you let your specular and glossiness speak for tonal variation you can afford to saturate/darken it a bit more. Darker diffuse paint usually reacts better under a lighting setup. Other than that some dirt maps would be nice on the pistons and to finish off the area where the digger head is.
Small detail: spotted the bucket seems to be missing the thick welded fin on the back that acts as a join to the crane arm, atm it looks too much like intersecting geometry than functional in that area.