Looks like viewport gamma correction is on + you are using the "2 lights" default light. Both are not the best idea, the standard max setup works well enough.
@gsokol: Not too sure, just have the default standard shader and took and grabbed the viewport. Could be a smoothing group I'll investigate.
@megancheung: I'm not sure I understand the question..
@Lonewolf+Xoliul: I'm just using the default standard shader and took and grabbed the viewport. I'll take the time to take some proper renders when It's closer to completion(high Poly)
Long time no update, here's an update on the lowpoly with the shader in action. Early stages of the diffuse and normals applied to the model here. No spec or any other maps at this point.
looking nice bro.
Some of the normals arent popping though (o'm guessing its just the diff on the model right now )
I really like the direction of the textures on the crawl part.
this model will turn out fantastic when your done.
Here's another update of the shader. Diffuse is very near complete and here is with the specular map in it's early stages. Looking for feedback on both maps.
The wheels, underside chassis, etc, anything that has constant contact with the ground is lacking information.
Currently, the machine looks 'dirty', but doesn't exactly tell me what kind if dirty it is, does it work in a chalk mountain, so it has white chalk all over the place? Does it have sand-burns because it's used in the desert? What about mud, does it work in places the UK or Brazil in construction places?
Basically what I'm saying is, anything that is near the ground or has any type of interaction with it will need some 'environmental' dirt, and what kind of place it was used in, currently, the wheels and entire part is 'clean' and has only random layers of dirty which don't tell me it's workload.
The 'burn' on it's backside edge also tells me it's used in a factory of sorts where there is either heat or alot of water and outside exposure involved.
I suggest testing some rougher dirt, like chalk and dusty dirt, just so you get a feel for it before choosing the type of dirt you want.
Your normal map looks like parts of the high poly and low poly were not matching up well, or you should of added some hard edges. It could cause some weird issues with specular highlights and shading.
Really starting to like how it's turning out! Though something that really bothered is how clean and shiny it looks, especially on the threads. Also how yellow the model looks, in real life they are pretty saturated. I know that most images you can find on google are of pretty clean models, but these are mostly exhibition models. It would really add to the believability if you added more grime, rust and generel wear and tear
Nice, I spend alot of time around excavators and theres too much dark yellow.. these things tend to stay pretty dayglo older ones dont yellow they go grey/dark desaturated brown from lubricants and soot from the diesel they burn.
deterioration comes from rust and bubbling of the paint which eventually flakes off starting at the joints and hard edges.
The cabins wear and get more dirt from operators getting in and out.
Thanks for posting the maps buddi.
i agree with the comments above.
One thing i noticed a bit in your diff is the AO.
Try colour correcting it to brownish colour.
I think that well help sell a bit more of the dirt
hope that helps dude !
Much better
Are you using a coloured spec map ?
One thing I have noticed is the 'hand painted' like lines/markings on the brown flat track area.
I would suggest a more of a photo overlay to help feel more realistic
Replies
Whats with that weird shading on the underside of the arm?
Very good work.
i can't wait to see more of ur skillz unleashed.
@megancheung: I'm not sure I understand the question..
@Lonewolf+Xoliul: I'm just using the default standard shader and took and grabbed the viewport. I'll take the time to take some proper renders when It's closer to completion(high Poly)
Here's a quick update of a bit of the base work.
Getting closer!:poly136:
Some of the normals arent popping though (o'm guessing its just the diff on the model right now )
I really like the direction of the textures on the crawl part.
this model will turn out fantastic when your done.
Subscribed.
Cheers!
Only suggestion on the texture right now is to show some chipped/scratches on the paint ( and or CAT logo) it'll help bring it to life a bit more
I hope you can post your maps soon !
Currently, the machine looks 'dirty', but doesn't exactly tell me what kind if dirty it is, does it work in a chalk mountain, so it has white chalk all over the place? Does it have sand-burns because it's used in the desert? What about mud, does it work in places the UK or Brazil in construction places?
Basically what I'm saying is, anything that is near the ground or has any type of interaction with it will need some 'environmental' dirt, and what kind of place it was used in, currently, the wheels and entire part is 'clean' and has only random layers of dirty which don't tell me it's workload.
The 'burn' on it's backside edge also tells me it's used in a factory of sorts where there is either heat or alot of water and outside exposure involved.
I suggest testing some rougher dirt, like chalk and dusty dirt, just so you get a feel for it before choosing the type of dirt you want.
Diffuse/spec/normals
This image at least shows the threads and the "shinyness": http://upload.wikimedia.org/wikipedia/commons/8/8f/2008-08-17_CAT_345B_with_hammer_attachment.jpg
Great work btw
deterioration comes from rust and bubbling of the paint which eventually flakes off starting at the joints and hard edges.
The cabins wear and get more dirt from operators getting in and out.
i agree with the comments above.
One thing i noticed a bit in your diff is the AO.
Try colour correcting it to brownish colour.
I think that well help sell a bit more of the dirt
hope that helps dude !
Are you using a coloured spec map ?
One thing I have noticed is the 'hand painted' like lines/markings on the brown flat track area.
I would suggest a more of a photo overlay to help feel more realistic