@william21984 I'll try to answer some of your questions about the weapon. - I've made the steel plate of the grip with less curve than the grip itself, just make it as flat as possible without breaking the overall shape. - The bolts are regular flat head bolts, the shape you see is the way the artist adds sharpness to the…
For the two more general questions: Why are there so many color spaces? - Color spaces are 3d spaces described relatively to a reference space that encompasses all human color vision. These are usually either XYZ or LAB. Because all of the mixing and rendering is maths, each tiny variation in size of a given color space…
So like others have said the green on everything is a bit strange, but that's pretty easy to fix with a few hue and saturation changes here and there. On a base level you've got a good idea going but I know you can push this model further quite a bit. Lets start with the texture. The metal is old and rusty but only in some…
Ace... the masking thing is.. bizarre. It makes no sence from a data or code standpoint. HLSL wise the component mask is equivalent to the swizzle operator (.) so a green mask is just variable.g a float value, a scalar, doesn't HAVE a g channel by definition.. so it has to be cast to a float3 or float4 then operated on by…
So assuming you want a cubemap instead, then 3d paint on a cube is a good idea. However, I'll give you another option. Open up Photoshop and create a new document 3x as high as you want the resolution for one cube face, and 4x as wide. Be sure your grid is set up to be power of 2 friendly. I recommend the main divisions…
Like I pointed out above its very inefficient to use tessellation on that surfaces. There is a cool trick though but it would lock you to use this as a modular piece, which I'm not sure if its a problem but it definitely works very well, even though the topology will look rather funny. But it doesn't matter since its a…
yea, the LOD issue would be easily fixable if most of the large/medium forms were done with geo with custom edge normals, and then things small/micro details like screws are done with the decals . on almost all the models above, the decals could be dropped on an LOD more than a meter or 2 from the player, those grenades…
Just some extra info: Blinn, phong, oren-nayar, shlick etc all have diffuse and specular implementations. Most often you'll be seeing a lambertian diffuse model with a blinn or phong specular. Blinn's model is an approximation of phongs, and can be made to look identical with differing exponents. Also that specular…
Thanks for the kind words and feedback so far guys. I'll address somne points and we can work on others :p I'm curious why you have redundant textures. You've made two walls [with the windows] that are nearly identical. Same for the triangular eve pieces - mirror the uvs, not the texture. I assume this relates to the…
My goal was to create a cool looking shader (main judgment criteria is "Aesthetics: Does it look cool?"). You get to a point in a no-man's land writing shaders where you have to do something more complex than the generic shaders out there that cover 99% of all surfaces with minor variations, but aren't mathematical enough…