Random WIP 2006-2011
Moderators: MR.D, Moderators
- HeavyLancer
- Posts: 421
- Joined: 19 May 2007, 09:28
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
It looks too dark for an arm unit, it looks more core-ish because of the dark olive-ish colour on the main body, which is also the main flaw in the colour scheme clashing.
Make it much much lighter, infact give it a more metalic steel iron look. Take inspiration from the textures of the other arm lvl 1 units, not Mr.Ds core models, afterall these aren't core units.
However this unit would make a good replacement for the leveller.
Make it much much lighter, infact give it a more metalic steel iron look. Take inspiration from the textures of the other arm lvl 1 units, not Mr.Ds core models, afterall these aren't core units.
However this unit would make a good replacement for the leveller.
so, how to make a good reflective map?smoth wrote:with a good reflective map it could be awesome!
I'm beginning to think my problems lie in my UV maps...i have a difficult time organizing them and although I, for the most part, overlap areas that will look the same. This one, for example, has a lot of wasted space and i think is why it looks so low-res:

No need to remap completely, really. Stich what ever you can together in a logical way and only leave seams when there's a hard edge or something. Project unwrap, in face mode while having at least one but not the only face selected, does a decent job. Then scale -> normalize everything, scale bottom side down to 50% and then scale everything up as long it all still fits in the square map and. This way the texture resoultion is about the same for all objects except bottom sides which are unimportant.
Copy the texture onto the green and red channel and see what happens ingame (place the camera between model and sun and tilt it to see the effect). You can break the all shiny effect up by blackening parts of your texture out - masks can be a good help there.
I would suggest copying the parts which are supposed to be team color from the texture too but adjust contrast/brightness by a good deal. Breaking it up by removing certain details (like outlines etc.) from the team color channel can really help too. However strong team colors are needed if you want to identify it from a distance.
For very easy coloring in Photoshop I use gradient maps with masks. This is a very easy way to color the entire texture (except team color, they should be grayscale). Multiple gradient map layers with different blend modes are good for a less monotone look. Of course hand coloring most likely will look better but I'm lazy. :P
I would suggest copying the parts which are supposed to be team color from the texture too but adjust contrast/brightness by a good deal. Breaking it up by removing certain details (like outlines etc.) from the team color channel can really help too. However strong team colors are needed if you want to identify it from a distance.
For very easy coloring in Photoshop I use gradient maps with masks. This is a very easy way to color the entire texture (except team color, they should be grayscale). Multiple gradient map layers with different blend modes are good for a less monotone look. Of course hand coloring most likely will look better but I'm lazy. :P
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09