Some of the more organic pieces are were being annoying but i think it worked out...
the top piece normal map has a weird look to it but hopefully the theory of weird + weird = normal when i apply it to the mesh, pic of the low with the normal on the way!
In regards to the top piece baking 'weird'. It baked weird because you have soft edges around the cylinder extrusions in the middle. You might want to separate them with hard edges, then separate the uvs as well. Think of the hard edges as the UV "SHELL". So if you have hard edges, you want to separate the edges in the UV as well. When you do that it will bake clean. Also... It might not be the cylinder holes in the middle it could be the edges on the side, I would play with both options and see what you get. HOPEFULLY THIS MAKES SENSE. lulz.
I thought the thread topic said "Steve" and wondered to myself... "Who is Steve?"
Textures look strange so far. I'm with Shad0wForce...whats the deal with the blue splotches? They don't seem to make any sense in this context, even for a beat up & dirty stove.
Yeah that does look funny huh, haha. It'd prolly be better to put on a clean texture and paint the dings and stains myself..hmmm
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Scuba steve! Damn you!
I wish i had implemented those changes of doors opening that woulda been sick, they were modelled without an intention of opening though i was just following the reference and started painting,
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Your knobs are too big.
UVs and Normal Map!
Some of the more organic pieces are were being annoying but i think it worked out...
the top piece normal map has a weird look to it but hopefully the theory of weird + weird = normal when i apply it to the mesh, pic of the low with the normal on the way!
First pass texture, I'm just beginning to get base colors down and stuff, ima add some more food stains and stuff soon
Textures look strange so far. I'm with Shad0wForce...whats the deal with the blue splotches? They don't seem to make any sense in this context, even for a beat up & dirty stove.
...
Scuba steve! Damn you!
Also, there is some stretching from the smoothing groups in you normal.
Also, why in gods name would you add noise to the normal map? That doesn't make it look bumpy. It just makes it less precise.
Also on the side is that like rust or something that has dripped down? I take it as rust it not being on the top corner.
If your gonna give it the ole broken down look why not turn some of the nobs round and open and door ajar?
here's a lil update: