Smooth version (is it still a smooth version for hard surface?) All the small pieces are clean geometry with UV shells unfolded. Low poly body of gun needs to be optimized and UV layout finished and then on to texturing. The tooling on the barrel and surface details on the grip will be done via texture in Substance painter.
The crate looks very nice, but I would reduce the amount of surface noise in the diffuse and normal texture and leave those details in the specular map to make it look more metallic. The metal resembles more of a copper than a brushed steel/aluminum because of the surface wear. Hope that helps :)
#fun/easy way more difficult that an I remembered. Then I remembered, I havent surfaced any metallic surfaces in a while. Going to need more reference i guess .Because right now i'm just rollin with what looks best. Not sure if thats the best way to be
As a former metal worker I actually think this effects the roughness of the surface as well, I will gather real-world reference for this just for the hell of it :P. But yes, this type of thing is probably easiest to just paint in, with the possibility of using a DDO created mask to put some wear on the discolored surface.
I can only speak for me, but I tried the xnormal normalize normal map. It ever so slightly posterized the channels, so I would get weird surfacing on curved surfaces. Barely noticeable, but still there. Just overlaying/saving hasn't caused me grief since.
Maybe scale it even more down to get a better result. When you feed in a washy image then it will try to upscale this washy look ... there's a plethora of traditional computer vision techniques that will do the job Not this job, unfortunately. Traditional methods will not fill in fine details like hairs or surface…
Do you remember how some big action movies from the 90s had those neat miniature & matte painting cities that were heavily exaggerated? I would like to make something like that for 1990s Los Angeles. My pitch is an open-world, third person, action game / simulation set in megacity LA. There are many great films set in LA…
the surface levels of metro 2033 were pretty freaking intense, spend all this time stuck in the tunnels to get out to the surface, and you feel really exposed and just want back in the tunnels again. HL1 has a similar feel also. and the city in mirrors edge, and some of the chases.
Diffuse power is kinda like the smoothness of the transition between lit and not lit areas of the surface. The higher the power, the smoother the transition will be, but the surface is not "lit" as much if it's not directly not facing the light source. As far as I know, it's just (L.N)^DiffusePower. You don't need to use…
Normal maps affect the surface of a piece of geometry so when light hits it, it doesn't just get the flat percentage of the lights intensity that it would normally receive, but it actually allows you to "warp" the normals without adding geometry (using a texture) to create the illusion of a more detailed surface.