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…
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…
Hi, Another pass on textures , added spec map. I stopped using the node shader and worked on the baked textures (not lightbaked . , i just mean baked to a flat image instead of mixing various handpainted and tileable maps using nodes) For the color channel i just added some big stamps of leaks and scratches from photos to…
Hi, i know what you mean about the normals. Always takes some tuning.. I've made a new version reducing scratches strenght and blurrying them a little. But keep in mind that shader is only to spot artifacts , without color the normalmap is bound to look a bit odd , i think Or do you mean also the final shader had too much…
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…
The tractor is not completely done, but i'm also doing some additional props (the idea is to make it into a diorama scene , not a full env. but like a model with a base and some stuff around , then render a turntable ) For this 'jerry can' i used the node shader an controlmap method , but also 'traditional' painting and…
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)…