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3 Dimensional Chat / ACR Texture Practice

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Toasty Fresh
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 13th Mar 2010 09:35 Edited at: 13th Mar 2010 09:44
Started this a fair while ago when I was bored, decided I needed some texture practice and couldn't be arsed to make a whole new model. So I present to you guys my ACR texture. One 1024x1024, one 512x512 and one 1536x1024. The model was made by Ultimate Bastard from FPSB and can be found here available for download: http://www.fpsbanana.com/models/1148





I'm mostly finished, but seeing as I'm intending to use this as a mod for a game I'm going to have to model a rear sight and texture that also, because the model didn't come with one. I'm also not pleased with the magazine or grip, they seem to be lacking.

Constructive criticism is definitely appreciated as I haven't done any 3D in yonks.

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mike5424
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Posted: 13th Mar 2010 10:00
It looks more like concrete at the back.

Other than that, It looks good

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Black Profductions
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Location: Argentina
Posted: 13th Mar 2010 11:56
It looks nice, but theres too much noise in some parts

Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 13th Mar 2010 12:00
@Mike5424: Thanks, I'll switch it to a different overlay

@Black Profductions: Unless you tell me what parts you mean, then it's not gonna help me much. If you're referring to the stock, then that's because the pad thingies are made of polymer crap which is very noisy anyway.

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Camouflage Studios
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Posted: 13th Mar 2010 16:38
Wow toasty i have to say it looks pretty damn good, but i agree it looks like concrete on the back and the clip, any chance of a tutorial?

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Toasty Fresh
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Posted: 15th Mar 2010 03:36
Bump. Anybody got any more criticism?

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Demon Air 3D
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Posted: 15th Mar 2010 22:07
Its looking really good, just the greyish metal looks more like concrete just try and make it less grungy.
Looking good anyway dude!
EarthD
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Posted: 15th Mar 2010 23:29
Can we see some wires there? I also noticed some bad stretching, you might wanna check your UV. The colors don't match very well, looks like a bad plastic toy. The normals are too strong and the edges are not very well textured.

Also, when adding scratches to your texture, you should stop and think "Why is this here?" instead of just brushing randomly.
Asteric
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Location: Geordie Land
Posted: 16th Mar 2010 18:29
Quote: "Can we see some wires there? I also noticed some bad stretching, you might wanna check your UV. The colors don't match very well, looks like a bad plastic toy. The normals are too strong and the edges are not very well textured. "


That would be silly, he is just using someone else's mesh and UV map and using it for texture practice.

Alucard94
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Location: Stockholm, Sweden.
Posted: 16th Mar 2010 18:36
Quote: "Also, when adding scratches to your texture, you should stop and think "Why is this here?" instead of just brushing randomly."


This is a very valid point, as much as I like this texture job, the scratches are far too uniform and in some odd places, you need to break it up a bit and put it in areas where the weapon would naturally get worn out.

Also worth looking at is material definition, your gun seems now to be made of a mix-mash of concrete, metal and clay, probably because of what base you've used for the texture, which probably isn't the wanted result.
A good idea to keep in mind is that metal in general is very monotone, it's the specular of it that gives it that slight hint of color (usually blue) that gives it that nice metal look.

That's just what I think, looking good though man as usual.


Alucard94, lacking proper intelligence.
Asteric
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Posted: 16th Mar 2010 18:56
There is too much going on for sure, what you want to do is get a goo d clean base texture down, once you have a nice, realistic material, you can start manually adding scrapes and dirt in, none of this overlay baloney

Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 17th Mar 2010 02:34
Thanks for the help guys

I've since redone the polymer/rubber pads on the stock and the foregrip/heatshield as well with a different method. With the magazine however, I'm having trouble deciding how to texture it again because it does look awful ATM. Going from reference images that came with the model DL, it seems to be a metal material but it's hard to judge for sure. I've obviously AO baked it, it looks OK having just an AO bake and a grey colour, but that seems lazy to me. Any suggestions on how to texture this part?

Quote: "This is a very valid point, as much as I like this texture job, the scratches are far too uniform and in some odd places, you need to break it up a bit and put it in areas where the weapon would naturally get worn out."


Are there any outstanding areas that need touching up in this regard that I have missed? Apart from the long white scratch on the upper reciever, I can't see any areas that look completely irregular.

But thanks again for the comments

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