Some tweaks on the spec map , the shader , and started modelling details. For the diffuse i took some ideas from the Bradley tutorial : i reduced the value contrast for the dirt : hue and saturation are more important for dirt, and in general for the color map .. That i knew already,(and i think it's a useful principle)…
Another small prop for the k700 tractor scene , some rocks : Sculpted and painted in Blender + gimp for tweaks , uses a bake of inverted normal Vray dirt as a guide for edge highlight . I put quite a strong edge highlight in diffuse : i didn't want to make that excessive , a kind of fake lighting , i just wanted dirt and…
Pic below : shaded with normalmap only , after erasing artifacts , and fixing quite a few smoothing problems (edges that needed to be sharp). I also put togheter normals from hipoly and handpainted scratches. A very bad news is that i couldn't bake this in Blender directly , Seems that the bake tool ignores node materials…
Update , textured the crane : I paid attention to the issue of AO in diffuse meant to give low-freq details, as well as painting a layer for pure color (red /beige ) with soft gradients of discoloration for the same reason of having low-freq / big scale details that help reading the volumes and making the model more solid…
Hello everyone , my first post here. Thanks for the great artwork shown around here, very inspiring ! I've almost finished a tractor game model for personal study, i'm showing it for feedback and suggestions for improving, mostly on texturing. It's a russian k700 tractor , modelled and textured in Blender , it's meant as…