One pixel on baler is much bigger than one pixel on the tires.
The pieces inside the UV map are scaled differently. So that things like the tires are taking up more space then the large baler in the middle. The tread around the tire takes almost as much space as half the baler lid on the UV map. When the tires on the model don't actually take up that much space if you peeled the tread off and lined it up to the lid.
If you applied a checker pattern or ran a normalizing script on the UV's it would help correct the scale imbalance. When the scale is off it really shows, you end up with blurry bits next to sharper things. If the pixel density is consistent it will all look equally great or equally blurry.
pixel density imbalance also tends to show up from a distance when the texture gets mip mapped, the blurry parts get really blurry and the sharp bits stand out. It looks better when its consistent.
There is a texture seam on the gas tank, that seam should probably be hidden on the other side, or painted out.
Some Ambient Occlusion baked for faked would help things along.
I'm not sure making the windows transparent is a good idea, or at least make the window texture a darker color. Normally blacking out the windows is fine for two reasons.
1) The interior is often darker, which yours is glowing.
2) It eliminates the need for an opacity map and you don't have to detail the inside, saving a bit of resources for something else.
I don't know about other areas but rigs like this when they're not in use often have steal plates they put over the windows to keep people from breaking the windows. Maybe in more rural areas that's not an issue or all that common but it it could be another way to cover up the windows.
Replies
There is no other maps or lights
http://devs3d.blogspot.com/
There is no other maps or light
http://devs3d.blogspot.com/
Could you show us the texture map?
http://devs3d.blogspot.com/
The pieces inside the UV map are scaled differently. So that things like the tires are taking up more space then the large baler in the middle. The tread around the tire takes almost as much space as half the baler lid on the UV map. When the tires on the model don't actually take up that much space if you peeled the tread off and lined it up to the lid.
If you applied a checker pattern or ran a normalizing script on the UV's it would help correct the scale imbalance. When the scale is off it really shows, you end up with blurry bits next to sharper things. If the pixel density is consistent it will all look equally great or equally blurry.
pixel density imbalance also tends to show up from a distance when the texture gets mip mapped, the blurry parts get really blurry and the sharp bits stand out. It looks better when its consistent.
There is a texture seam on the gas tank, that seam should probably be hidden on the other side, or painted out.
Some Ambient Occlusion baked for faked would help things along.
I'm not sure making the windows transparent is a good idea, or at least make the window texture a darker color. Normally blacking out the windows is fine for two reasons.
1) The interior is often darker, which yours is glowing.
2) It eliminates the need for an opacity map and you don't have to detail the inside, saving a bit of resources for something else.
I don't know about other areas but rigs like this when they're not in use often have steal plates they put over the windows to keep people from breaking the windows. Maybe in more rural areas that's not an issue or all that common but it it could be another way to cover up the windows.