sup guys, heres an M4 ive been making for a mod. The model and bake is done, so now im just texturing.. going for a realistic look. What i really need is crits, and suggestions on how to improve the texture.
here im going for a sort of
new, but rough blued finish, resulting in a matte surface. not sure if i've quite nailed it yet.
ill be keeping this thread up to date as i go.
Replies
Also, are you using the default lighting setup? It will probably help you evaluate the properties of the material if you use your own lighting.
i tried creating my own light setup but i couldnt figure out how to adjust light intensity (using 3 point shader) and a intensity 1 light is just too dim..
ill try swap the gloss over to the spec map though.. see if thatll help
I would also recommend this shader if you use 3ds max. http://xoliulshader.com/
Btw, the gun is looking really good, keep it up
well I'm glad you've learnt something
Racer does a great job explaining this in his tutorial
http://www.nextgenhardsurface.com/index.php?pageid=racer445
i did however try various techniques from racer's tutorials earlier on but any kind of noise i place on the metal parts just looks out of place and blobby
thats it for today.
Now, gentlemen, if you'll excuse me, I have a certain game of battlefield which requires playing.
here are some pics.. ive doubled all lighting (2x light intensity, 2x spec) so the model is more visible (its quite dark atm, which i'm happy with, but its hard to get all the details in a still picture with realistic lighting)
im worried i might have rushed the texture a bit.. looks fine-ish to me though, so crits are welcome.
wouldnt that make the details harder to see?
well you get what you ask for.
but please please please do not use that dogbutt style rail adapter on top of the carry handle. you see those knobs on the bottom side of the carry handle? you use those to detach the handle from the rails. you know, the rails that you put scopes on, directly onto the upper receiver. you always want to have your scopes as low as possible.
you only use a rail adapter that fits on top of the carry handle if you can't put a scope directly on the rail due to a fixed carry handle (M16A1 and M16A2 style). which you can, on this gun, but for some reason you're not.
see this?
this is very similar to the rail mount you're depicting. note a couple of things
-remarkable resemblance to a dog's butthole
-there is no gap between the carry handle and the upper receiver, because this is a M16A2 profile rifle, thus necessitating an adapter.
i know this sounds like asshole gunnerd stuff but you are building a universally recognized gun but in an outrageously silly configuration. it's like a kid showing up to school wearing his underwear on the outside, everyone would laugh at someone carrying a scope, mounted to a rail adapter on top of a detachable carry handle.
since you're building an m4, there a billion customization options under the sun and quite a few of them look badass. this is not one of them. for example (because i hate it when people leave unconstructive criticism) i have never seen someone do a model of the m4 configuration seen in punisher: war zone for instance.
http://www.blogcdn.com/blog.moviefone.com/media/2007/12/pwz_2150-(3).jpg
i would still stick with the stock you have now, but playing with this kind of extra low profile and very far forward scope mounting solution, more akin to an ak74su, is a novel approach to a very tired gun. i am not trying to be a jerk here, i am really trying to be helpful. the gun looks good, but it's in a deeply naive configuration right now.
I like to exaggerate my gloss maps with a good levels crunch. It's an easy way to get interesting results quickly. Then you can get more precise from there.
This setup is quite flexible, since the rail under the carry handle is modeled and textured, so i can remove the carry handle and do different variations with various sights, and ill definately look in to that far-front oriented sight option.. looks pretty cool.
Heres a picture of how the whole setup could/should/might look in first person, also including an artists rendering of a possible target.
and thanks Haiasi for those gloss map crits.. I agree the current gloss map looks quite monotone.. I turned the contrast down a lot for all my base textures, so most of the elements have a solid color gloss with possibly some AO or fingerprints on top..
heres some of that smudge you told me to try on. not sure if this is exactly what you meant but anyways.. I didnt really think about where i put the smudge.. i just smudged all around the reciever.
and heres how it looks on the model.. also included some new pics of a bipod im working on.
so if you got to do one, I still implore dropping the rail adapter. There's a hole in the carry handle to allow scopes to be mounted directly, like so:
i just don't know if that configuration is available for the ACOG.
and penguin's right, the knobs on the detachable handle aren't big enough, take another look at your reference.
great work, especially on the normals. i was wondering if u ran into any issues with the bake? bc u have the front and backside overlayed, for example the mag. wouldnt that cause errors on the backside?
btw: are u gonna add different color versions?
Not if you slide the overlapped normals over for the bake, and then reapply them after.
no thats not what it means at all.. tangent space normal maps CAN be used for games, and they work really well unlike object space normal maps (which dont work well dynamically afaik)
as for different color versions, I dont think its possible to blue a gun to another colour than black, so having it be another colour would mean that the gun would have to be painted, which would mean a whole new type of wear on the gun, which is a lot of work so probably wont be doing it..
Various anodizing and phosphate parkerizing treatments can and do produce hues running the gamut from red to tan to gold to purple. Bushmaster was notorious for some purple-hued lowers at one point.
http://i5.photobucket.com/albums/y180/Hanzbucket/PurpleBushy-1.jpg