It is specific to what kind of weathering you are trying to create. Metals corrode and oxidize, and in the process they undergo chemical changes. Also, many kinds of damage and localized wear include a component of surface transfer between materials. Do what looks right for the circumstances you are trying to replicate and…
You guys... are seriously amazing. Do any of you have any books or video's you recommend for Maya or Unity? I just finished looking through this whole thread and didn't see much, just links, which I've glanced over but they are a bit too far over my head. I'm looking for anything from books talking about the different…
You have a reasonable example :poly142:. Hey man, the forum doesn't cost you anything from typing too much or sth like that, feel free to express anything you wanted :poly127:. Thanks for the advice, about the software I'm now mostly using Zbrush for practicing my sculpting skills, the reason why I chosen it is it's really…
These cammo paterns is an example of the colors , to adjust such in a vehicle tank is not easy , you can't just aply a patern in psd you must see which part goes where and how it can be conected with each part of the vehicle. No1 pattern used basical in Eastern front , in North front , Narva east prussia etc etc , No2 is a…
1) Yes, that's fine. The modeling is simple and clean, and conveys the rounded shapes nicely. A "high poly" model doesn't always need to actually have a lot of polygons, it's the visual result that matters. 2) Multiple objects is fine and it's a common way to add small details like screw heads or things we don't want to…
A. Procedural texturing has pretty limited used, and wouldn't ever be used in a situation where you want a really specific detail or effect. It certainly is not viable to use for an entire game. Some tiling concrete wall textures? Sure, but not as the basis for all the textures in your game. B. Procedural texturing is only…
Remember that you have a free alpha channel in each texture. So you could just put the two AO maps in there. Seeing as your two diffuse textures are really a grunge/noise texture with a color tint you could even go as far as to use a texture with a different with dirt in each channel. Then just multiply each channel with a…
I'll have to thoroughly check out that plugin. Thanks! The effect I'm going for is what you can do at the shader level in any game engine in one line as well as in Substance Designer's pixel processor which functions just like shader code. Essentially, the max equivalent of "tex2D(MyTexture, uvs)" where you can custom…
Heya dude! The stitching is zip-ties that are used to hold the fiber-glass skirting on if it cracks or falls off. Some good examples here ive exaggerated the size of the zipties so they are noticeable/come out in the bake. Its common practice as when you hit something, or clip the bodykit you can just use zipties to fasten…
Could you give me some examples on how you guys over at ND name your textures/materials/etc? Do you use _diffuse for diffuse or do you use just a _D? According to http://udn.epicgames.com/Three/AssetPipeline.html (which is quite specific for UDK I guess) they recommend using asset type in the beginning, for example, SM_…