Would love some crits on this before i call it done.
Tris: 2966
Mapsize: 2048*2048
Shader: koddeShader 0.6
Maps:
- Diffuse
- Specular
- Gloss
- Reflectivity
- Normal
- Ambient occlusion
One cool tip i can give from this project was texturing wise. And that is how to easy get some basic scratches.
- Make a cavitymap from your normalmap using EMB
- Play with the levels so that it's just white lines on black
- Use the filter "thorn edges" untile it looks good
- Make it into a layer mask and use it with a solid color layer.
- Edit it as you need
CREDIT GOES TO racer445! Thx! :poly121:
Replies
For a new look all I can suggest is maybe a darker wood on the handle.
If you're going for the clean look then a good spec with unique details is extremely important. Minor scratches and oily blobs that aren't on the diffuse will help add some subtle details and sell the texture. If Kimono posted in this thread he'd probably say that the spec map is the one he spends the most time on.
The grip has that "straight outta CAD" look. Too much of a straight photo with not a whole lot of editing. You may also want to consider changing this to a darker wood so it doesn't contrast with the metal so much.
The model looks pretty good, with a good clean bake. The only thing worth noting are the fan tris on the front of the cylinder. I've been told those aren't good for performance.
I for sure did not come up with that xnormal cavity trick, though I did make that tutorial I suppose. It's a really cheap hack that does work as a starting point but isn't "correct." Have a look at this thread if you want. I've been looking for solutions to this for a while and a "surface curvature map" is exactly what I want but isn't at all easily made.
I'm going for a used, but not "dirty used". More of a, i'm professional in my killing business and i clean my gun, approach :P I will absolutely look into darkening down the wood.
As for the cavitymap thing shown by racer, i only used it for "base" scratches and not at all as a multiply for the AO. I have to say that your tut gave some nice grounds for a base metal to. Very thankful!
Right now i use the same "scratch layers" in both diffuse/spec/gloss/reflectivity with some tweaks ofc. Should i do a new scratch layer for all of them or just the spec, in you opinion. And with new i ofc mean complimentary
The ductape is a mix of HP in maya, photo-sauce-ing (gota LOVE the new puppet warp in CS5!) and then CB
Changed the diffuse, specular, gloss and the normal. Changed the light setup to. The rimlight in Kodde shader seems to be of, for me anyway, works fine in v.3 but ot v.6. I'll maybe used that one instead.
It needs to flow together with that beautiful wodden handle you got there.
Looks good and clean overall though!
I'm trying some new settings in the shader to, using a cubemap as a ambient environment light. But the one i tried with was to highres.
I'ts also two days left until deadline for our game-project, time is a rare thing these days, headache isn't.
Close to call this done.
And the texture flats.. Real size 2k
[EDIT]: Photoshop is really misleading regarding the darkness in the pictures :S
[EDIT2]: Realized that tinypic crops pictures abowe 1600 >.< changed to imagehack, even thou i HATE it (:
Yeah, maybe, the thing was that i wasn't satisfied with the result i got from using the spec. Since this is a show piece i feel like the "looks" is a priority over performance.
@JonathanF Thx man (:
Should add that i'm going fr the same feel as the material on the ref, not the colors. (:
http://www.polycount.com/forum/showpost.php?p=902435&postcount=124
http://www.polycount.com/forum/showpost.php?p=818309&postcount=103
(he's rendering in marmoset though, results may vary.)
The biggest thing to keep in mind, i think, that looks wrong to me right now, is that unless that grip is super vanished it should be significantly darker on the spec than whatever value the metal ends up at.