Heh, I didn't notice the uvs on the grip until he pointed it out, but that is pretty bad :P. The fire selection text looks like a straight decal overlay, I think just a slight reduction in opacity or a blending mode will help it blend into the material. Otherwise, looks great.
Gotcha. I was told by our professor earlier that semester that using decals was one method, but I wasn't getting very convincing results. At the time, though, I wasn't using normal maps, so I may have been convinced if I were at the time. Thanks for the tip.
Hey Erich it is looking good. I would add a little color variation to the green paint. I would reference both redmond_david and c0ldhands images. Adding a little yellow to the paint and a little more decal work would really help. Keep up the good work man!
Re-worked the Recognizer a bit. Made the base texture a bit brighter (about 25% moreso) , adjusted the pilot area and also shuffled some UV space and optimized tris to squeeze in two decal floaters for the text and emblem. I think it was worth it. Tri count is 256 exactly.
My guess is that subdiv modelling is just a niche . For example I never had to rely on subdiv modelling through my whole experience in gamedev . Because extra shading issues it often creates and redundant geometry to workaround them. For Architect modelling it would rather be corners decals than subdivs imo.
looking good, closeups offer much more detail than I'd have expected, The mood and post is also great. The leak decal between top of the wall and ceiling stands out a bit, seems too harsh, just pure black as if it was paint, especially against the smooth and perfect ceiling.
Starting working on the texture for the receiver. Also put some time into the grip but will probably refine the shapes a bit more. Tonight, I will most likely create the decal for the grip area and start texturing more. I hope to complete this for the weekend but goal number 1 is making this design super solid.
The screenshots you mentioned are of my model with texturing applied in Marmoset. For my diffuse, I used textures I've gathered along with various screenshots of different Walkmen, which were used for the decals. This next pass I added a lot of wear and tear. Updated Diffuse Marmoset Screen Shots
Maybe the best method would be to simply use an intact model, and deform it with real time physics. Many games use this. The another option is to model a few damaged states, but individual textures for the different damage states is not required. "Decals" or simply a new layer of damage texture can work well.
Here is the wire-frame of the first model: And the diffuse + normal: Thank you for the feedback. I shouldn't use a unique set of diffuse + normal for each props? Wouldn't it make less detailed? Also I don't know anything about blendshaders. I was going to use a decal for the moss and stuff.