@Sheekel:
"Preshading" is when you darken areas that aren't typically well-lit to create artificial contrast, or to suggest permanent shadows on areas of a model that don't move. Look at the Strategic Plasma Cannon, at the big metal plate under the gun. If you look, you'll see that the area under the gun is subtly darker than the areas to either side. Also, I used preshading on the "legs" where they meet up with that platform- you can clearly see that the texture there is darker than lower down, suggesting some shadow.
On the RocketTank, the sides of the front are preshaded, to make sure that the sides don't feel flat when viewed from above.
And go look at Warlord Zhinj's texture on the Imperial Guard, where he used very strong preshading to suggest whole details that don't actually exist in the model's geometry.
Basically, preshading is artificial lighting in reverse. Used with subtlety, it can really help make the edges of the model "pop" out at viewers, and prevent your objects from feeling flat. Of course, if you exaggerate it too much, then it'll look bad, but that's avoidable.
To preshade, simply use an airbrush with a darker version of your main shade and a very light setting on the sides and bottom faces, darkening more or less, depending on the angle- the closer to 90 degrees it gets, the more preshading it should have.
Just a wee bit of it here and there can really make a model feel a lot more 3-dimensional. I know it seems strange to say that, when the model is 3D, and Spring renders it in 3D, but Spring's treatment of light is not terribly accurate, and preshading helps a lot. I know it may sound weird, but try it- try making, for example, the back piece of your turret, which I see is a seperate bit of the uvmap, darker than the top parts, then go and hit the sides. Use a darker version of the base blue, about half-again towards black or even darker, and a very slow, large airbrush- maybe 3%, 60+ pixels, given that that texture looks like it's probably a 512.
The little round greeble under the main turret, sitting on the baseplate, especially sticks out. It should be darker, even on the top side, than the top of the turret above it, due to being "in the shade" to some extent.
The only other things that are really popping out at me is that the lines of some of the panels look a bit less than straight- may be some distortion caused when unwrapping, pretty much impossible to fix now, without having to reskin a lot of it, and most people won't see it.
Also, you have a couple of areas where you didn't add your edge greebles suggesting wear at all, which stick out very obviously. Like, for example, the rectangle behind the guns, is totally clean, but the facet right above it is all dirty and grungy. Needs to be made more consistent.
Overall, this is a much better skin than I've seen from you before, though, and I hope to see more great stuff like this in the future
@Demo:
Yes, some of the texture is going to show slight differences in detail levels- this is related directly to the amount of "square footage" assigned to that area of the map. Basically, it's really simple- in an ideal world, you'd assign everything equal amounts of square footage. Some people do it that way. I prefer, instead, to minimize some areas so that I can pack more detail into others. This looks much better in-game, imo, because big areas, like the front hull of the RocketTank, feel really nice and detailed, whereas other areas may be a bit blurry when seen at point-blank, but at typical distances they're fine. And stuff like the under-faces of things, which hardly ever get seen, I give tiny amounts of texture space to, because lavishing precious texture space on things you won't see, or will rarely ever see for more than a very short time, is a total waste of resources.
There's nothing wrong with scaling all of the non-bottom faces exactly the same, but I think that it works out better to mix scales to some extent, so that I can have super-high detail in some areas, but not others.
And, frankly, except at extreme-closeup zoom levels, you simply cannot tell where I've cheated a bit, frankly, because of anisotrophic filtering and mipmaps.
Default zoom.
Twice default zoom
Four times default zoom
And, um, who actually plays at default zoom? I sure as heck don't. I don't think anybody who knows what they're doing does, either.
In this last shot, you can maybe see slightly blurrier textures on the top of the turret, for example, which has a lower resolution than the top of the hull. But it's barely noticable. And I hate to put it this way, but if you zoom in this close to any model in a professional game, you're going to see the same compromises and cheating. Go get an unaltered shot of SupCom models at that zoom... with shadows on, running on a ATI 9600, no less
As for the contrast... it works fine in-game, I think. These shots are on Islands In War, which is fairly darkly lit- on brighter maps, the contrast really pops.