Added wheels , textures. Spec might still require tweaking to differentiate rubber shader from metal .. So far , the 'rules' i found for tire rubber material are: low glossiness (hardness of cooktorr spec. = 5 ) and keeping the spec map blurry . I've been following a very nice tutorial by Laurens Corijn…
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…
Sweet ! thanks , i thought i've seen all the tutorials by Racer445 , but i missed that. And it's about weathering and noise , just what i needed. I'll read it carefully , but i already notice the stuff about real-world noise and dirt : makes me think of the very simple round brushes i used on the controlmap ... even with…
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)…
You're right , absolutely it's not just a matter of style , all you just said is very important regardless of the style. I'm working on that :) : In painting the crane i tried to scrape edges unevenly , and it worked better than base hull .. but i still started from a pretty grungy base metal texture , and it shows. I try…
Hi, the tutorial suggested by Fonfa contains lots of great tips, i focused on 2 things and worked on the color map : 1) fake looking brush strokes : vs. real world shapes .. indeed a 'scratch' on metal is something more than a 1 pixel brush .. I painted the control map for dirt using only round brushes (sometimes with…