Hello guys, i have been trying to learn normal map baking for ages, and now had some time to finally learn about it.
So, heres my first "complex" bake :poly121:, i decided to make a german world war granade as it was a cool model and still easy to uvmap, i will start working on the texture and i would be really gratefull if you guys could give me critics and tips of how to make the texture look better, as i am really new to texturing as well
So, here it is the high poly:
And heres the bake and the model with the wires, its 980polys:
Tell me guys what you think so far
and if you want to take a look at my portfolio, it can be found here:
http://maxivz.carbonmade.com/
Replies
-that small screw thingy seems redundant, could be just a normalmap
-the large cylinder could use some extra sides, like so:
Btw, what are you reffering to with "small screw thingy"? i dont seem to understand what part are you refering to :P
To me it just seems that the normal map doesn't do anything to the model, the details themselves define it, not the map. You know what I'm trying to say?
As for the amount of sides/1000 poly limit: then sacrifice some polies from the stick part. Currently the explosive half is just too angular, as it's twice the diameter of the stick but using the same amount of sides. If you really don't want to use more polies, you could make the small part 16 sided and the big part 24 sided, that should come out at roughly the same total polycount.
Snader
Thats a good point! The problem is that i would have to unwrap everything again and at this point, i am a bit lazy :P, i want to get straight into the texturing, so i can get some practice in that area, next time i do a low poly i am going to take all your advices so i can make it work better
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-right is original, looks good, even up close there's hardly any jaggies.
-middle is how I'd do it, the handle looks a bit jaggy op close but the whole thing looks fine on a small scale
-left is your method, even in the small view you can clearly see all the angles.
Saving 12% more polygons just isn't worth the visual degradation.
I do agree that the normal map can be used to leverage the small ridges on the safety cap. You could then use those polies to add a little extra detail - a clasp to hang the grenade:
Note: I have removed 3 of the ridges on the safety thing on the back, but i left the bigger one, as it makes the normal map display better
Btw, i am having a problem, dont know whats going on with max but the hotkeys in unwrap map no loger work, even when they are asigned, they just wont work if somebody knows the answer pl
Heres a snap from the viewport:
I am really having problems trying to make the green part look like painted metal, if anybody can link me to some tuts or can give me some tips i will be really gratefull
And merry chrismas!
I have this saved cuz they always come handy when someone asks me how to make metal and scratches and stuff.
http://picasaweb.google.com/103254553280123118836/DropBox?authkey=Gv1sRgCMGbm9ammamjzQE&feat=directlink
Just download the picture so you get the full res of the pic.
from http://www.warrelics.eu/forum/ordinance-ammo/m24-stielhandgranate-collection-7273/
To get realistic text you have to approach it as it is in real life (makes sense doesn't it?). First off, this text is stamped on, not stenciled. Secondly, it's really tiny and ink is liquid, so you'll have soft outlines and not sharp shapes. Third, wear and tear should be soft, because the ink gradually eroded over the course of many years. And last, but definitely not least, you're using the wrong font - yours is a typical U.S. ARMY font.
German WW2 fonts look like a lot more gothic and angular, for instance like this:
But you can't print such fonts on a grenade - it's too small, hard to do (not good for cheap production) and had bad legibility. So use a simple sans-serif font, and make sure the texure ends up with soft round shapes.
Bebas, Accidental Presidency, Gliscor Gothic.
..that about wraps it up about the text I think, no wait - your white is too white, should be more cream.
For further wear and tear and realism:
-the material has 3 layers: metal, green paint, white paint. So any scratches that go through the green will also go through white.
-edges, ridges, whatever gets makes the most contact, also gets the most worn.
-metal should be somewhat bumpy, just a quick couple of filters (cloud, noise and blur combined creatively) converted through xNormal should suffice.
-use proper specular
-rust, subtle but visible
Also, the text its too clean for the condition of that granade its supposed to be in, i would be really happy if you guys can give me some advices there, and maybe some photos
With no more talking, here it is :P
I also am not to sure if the text should wrap that far around the grenade. I couldn't imagine the designers wanting you to have to rotate it to read the whole thing. Just a guess though seeing as I know nothing about designing a grenade.
You have made a lot of progress though, keep up the good work.