hm, i'm not sure if i understand the bit about the decals. You mean like real-life decals? or small planes textured with transparency and scattered over the object. i know about the space waste. the main point in this one was to get familiar with normalmapping and therefore i skipped the tweaking UV's stage a bit. i've…
@Syncopnix Thanks man I'm glad you like my progress so far. For the damage I plan on using decals to place the the bullet holes and dents since it would be a little too hard to create a tillable texture with random bullet holes. Also everything thing that I have textured so far is a first past so I can get a better feel…
So for the trim method, I would make the top of the base a 4 way tileable texture, but I would have the trim wrap over the top, sort of like this As for the decals, you would they would be on pieces of geometry floating over the surface of your mesh. For best effect you would cut into your mesh where you want the damage,…
Pretty sweet, especially for a weekend project! If you're going to take it further I'd recommend creating some sort of focal point by either lighting, a specific repetition in a key area, or maybe a little unique set piece model that fits into the current style. I dunno if it's just me but I feel like it might be a little…
In my experience its almost never a good idea to muck around with normal maps - just leave them be. You're thinking about the right things but you can't make the best decision for your project without analysing your project. eg. when you've profiled the game It may emerge that it is desirable to reduce texture reads at the…
The wood is really not convincing IMO. For the most part it looks like it's just a cloudy brown texture. Also, it looks like you are lacking ambient occlusion again. The door to the farthest left (the one that's cut off) has the normals popping really well there, because of the angle and the lighting. But the one in the…
"The Porsche 944 Turbo (951) has 968 wheels (not hubcaps) on it, a popular upgrade for many late offset 944s, I myself have early offset and prefer "Phone Dials", but in the Porsche world those wheels would be recognized for what they are and not questioned." Well maybe not so much the rims / wheels but I do take issue…
@cfey Thanks! I used MD to sim the cloth on the bed but its difficult to fold it under like in the concept. especially if it has more than one side. I think I will probably end up simulating it, then moving it with FFD then sculpting in ZBrush to get an accurate result @Tzur_H Keep up the good work man, It's looking much…
F_X what do you want to say with that? I did not see any similarity to your mod with other previous work from you. I understand that point in a way for authors like, don't make your work similar with other users work , i.e don't copy another user pattern for a skin etc etc. On the other hand if you reference to decals ,…
All right, had time today to get this thing going. The vertex paint is the way I'm going to do it. As you can see by the screenshot (definitely not final textures, just a TEST!!!), works fairly well with diffuse textures, so it should work fine with normals as well. I'll be using a 256 x 512 tiled texture for the main body…