BT-5 Texture & Model Criticism


(ischbinz) #21

maybe post your uv-map here - btw making a texture is more work (for me) than making a model :frowning:


(-SSF-Sage) #22

That might make it look fairly good, if you applied that only very little. Let’s say like 10-30%.


(twt_thunder) #23

i said it was a bad way to show …but he might get the idea…but you may choose with the layer the opacity so it will not be that much… guess i will start on that tutorial…

maybe done by tuesday evening… got to sleep a bit too :slight_smile:
and tomorrow loooong day on work:(…would rather work with this…LOL


(-SSF-Sage) #24

Well it’s nothing new for either of us. I just meant that it might boost the skin a bit to apply your texture to it with low opacity.


(Pande) #25

"Hmm more detail means more verts. Well i suppose i can add some smaller detail to bring out more glamor. "

This shouldn’t be a concern, the model just simply isn’t detailed enough. You could get away with at least 100 more polies before you encounter unwanted lag on a server.


(zenith-ply) #26

I would say the uv mapping takes me the longest.

Trimming the worn edges with thin layer of white, low opacity black splotches and jaundice for the greasy parts. Texture bevelling is your friend for creating 3d bumps. I don’t use layers a lot, just because I find the footwork tedious for most basic texturing jobs, but I do use it. (Good for protecting against screwups.) Sometimes a good test is to walk by the model in game and think of it as a pro model. Would you let it pass or stare at it and go “they let this thing be used?”. (I could follow all this advice myself, mind you.)

Good stuff. I look foreward to seeing it done. :slight_smile:


(Pegazus) #27

@thunderpwn
It might add some spice to the texture if it is low opacity. But i will try it out.

@ischbinz
I can post it, but after school. (3 parts)

@Pande
I’l see what I can do, this tank has got some nice detail that has not yet been applied.

@zenith-ply
UV mapping is relatively hard work to make it wise. ( Still i make mess ups )
Working with layers is surely one of the important things when it comes to texturing. But i don’t want to use bump mapping as in my mind, vehicles with bump mapping don’t look so good, but this is not always true.
But you gave me an idea, worn edges on parts that get the most damage or worn. I’l give it a go.

Thanks for all the support :wink: I’l show some progress again soon.


(zenith-ply) #28

Sounds good.

I forgot to add one more thing: Use sharpen and blur tool brushes lightly to touch things up. (If someone didn’t mention it already.) You can get away with mild 3d effects this way and it helps out with the worn out look on the edges, metal scrape damage and paint chipping. If you lay it on too thick discoloration occurs (obviously), but it still can be used for paint burn/bubbling effect on damage models if used sparringly imo. A lot of the time I try new technique out of curiosity just before a model release and I have to wait for another model idea to perfect it.


(Pande) #29

if you bump map it pegasus, do that in the texture because it still static. GIMP Bump map tool is really good.


(Pegazus) #30

[QUOTE=zenith-ply;188808]Sounds good.

I forgot to add one more thing: Use sharpen and blur tool brushes lightly to touch things up. (If someone didn’t mention it already.) You can get away with mild 3d effects this way and it helps out with the worn out look on the edges, metal scrape damage and paint chipping. If you lay it on too thick discoloration occurs (obviously), but it still can be used for paint burn/bubbling effect on damage models if used sparringly imo. A lot of the time I try new technique out of curiosity just before a model release and I have to wait for another model idea to perfect it.[/QUOTE]

I used the Unsharp Mask filter to get a excellent feel of scratched surface and worn metal.

Btw, i also checked your threads, and in those i saw you have quite a lot of tank models released. But i have this question, did you do any animations (the wheels and turret moving can be done with script and such shader) but for example tank fireing, or when it starts to move the tank like rumbles.

@Pande
I don’t think i will bump map it, but i have the nvidia filter for bump mapping.

Edit: Here are the uv maps with texture below it ischbinz. These are a bit old (some uv maps are adjusted)

http://img18.imageshack.us/img18/2491/layout1k.jpg
http://img12.imageshack.us/img12/6946/layout2ryt.jpg


(zenith-ply) #31

[QUOTE=Pegazus;188816]I used the Unsharp Mask filter to get a excellent feel of scratched surface and worn metal.
Btw, i also checked your threads, and in those i saw you have quite a lot of tank models released. But i have this question, did you do any animations (the wheels and turret moving can be done with script and such shader) but for example tank fireing, or when it starts to move the tank like rumbles.[/QUOTE]

Yes and yes, recoil and rumble. I never included the rumble animation in the final. It was good but I thought it wasn’t necessary to include it. Wheels were also done, because in rtcw there are no remapshader commands that I know of like in et.


(Pegazus) #32

But did it look good without those animations?
Though i am interested in learning to animate too, but might be a bit too hard.


(zenith-ply) #33

[QUOTE=Pegazus;188821]But did it look good without those animations?
Though i am interested in learning to animate too, but might be a bit too hard.[/QUOTE]

When an animation moves a group or object that is a part of a single model like a recoil it makes sense. If the model part to be animated is an entire model and the movement is simple, it may be best to opt for scripting imo. Animating is not “friendly” in programs like milkshape, but its a good tool for .md3 export.


(twt_thunder) #34

i was thinking something like this pegazus, but i do not know how it will look ingame… but you may check it out…


(Pegazus) #35

Have you ever experienced animating in blender?

@Thunderpwn

It added some life in it (good) but to me it seems a bit blurry, a bit sharpening might do the trick. I’l try it out. :wink:


(twt_thunder) #36

do post a screenshot then :slight_smile: would love to see it ingame :smiley:


(ischbinz) #37

dunno what tool do you use for uv-maps?
btw how much verticles do you have?

i did some 2 tank mods for et some time ago - maybe you find some inspiration/ideas
you can dl it on wolfmap.de http://www.wolfmap.de/details.php?file_id=3004


(Pegazus) #38

Here it is Thunderpwn, i hope you can see it. I lightened the images in photoshop to see better.

I think now it has more life in it.

@ischbinz
I use the Blender built in uv map.
Verts are around 1416, i’l try to keep it as low as possible.

I’l check them out.


(twt_thunder) #39

well, i think it looks great now :D, a little dirty, a little rusty…the way it should be in a war :smiley:


(-SSF-Sage) #40

Nice! It’s starting to look like a tank! :tongue: Still waiting for new wheel and tracks textures tho. Atleast they fit a lot better now.

Ps. Why isn’t the tip and the inside of the gun black?!? :eek: