Upcoming Skins and Shader Maps #2
Re: Upcoming Skins and Shader Maps #2
Way too plain and needs static shading. Try ad variance to the metal texture too, do it mainly in the spec. You're limited by the lack of reflections aswell I suppose.
Re: Upcoming Skins and Shader Maps #2
Yeah, there's a brushed metal texture on the diffuse and spec that I made using the noise/motion blur trick that you taught me, but I don't think the reflections are strong enough. I probably need to increase the contrast of it on the spec, too.
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Re: Upcoming Skins and Shader Maps #2
It looks good, other than the bracket piece...its way too wide
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Re: Upcoming Skins and Shader Maps #2
Needs to be darker too for ingame shaders to take a little more effect.
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Re: Upcoming Skins and Shader Maps #2
my first gear.
is it worth releasing?


is it worth releasing?


Re: Upcoming Skins and Shader Maps #2
If you put work into then you might as well release it. People like anything that is new.
Re: Upcoming Skins and Shader Maps #2
Here is a Ti5 I did awhile back. The diffuse is quite dark and the model relies on reflection and specular to bring out most of the form. I cant show the specular map because the real detail is in the alpha channel which cant really be shown, other than in the form of a mask, but don't want to get to complicated here.

And on the model.

I showed this cause your making a Ti5 but a better model and texture is actually my yosh. Again notice the dark diffuse and vibrant normal map, which gives the form, now of course, the model is needed to bake the HP.
I tried to include the spec, but its difficult to see, the average alpha is around 5% over the pipe, while the stickers are about 70%, and of course, a bit brighter.


And here it is in game. Hope this helps some.

If you want to see some pure metal hard lit, then this is a good part I think, cause it shows the light purely in the diffuse and doesn't rely on the other maps much, but of course, mxs allows other maps, so use them!

Cheers
Ramon

And on the model.

I showed this cause your making a Ti5 but a better model and texture is actually my yosh. Again notice the dark diffuse and vibrant normal map, which gives the form, now of course, the model is needed to bake the HP.
I tried to include the spec, but its difficult to see, the average alpha is around 5% over the pipe, while the stickers are about 70%, and of course, a bit brighter.


And here it is in game. Hope this helps some.

If you want to see some pure metal hard lit, then this is a good part I think, cause it shows the light purely in the diffuse and doesn't rely on the other maps much, but of course, mxs allows other maps, so use them!

Cheers
Ramon
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Re: Upcoming Skins and Shader Maps #2
^^^^ Really would love to be able to put that pipe on other bikes
Re: Upcoming Skins and Shader Maps #2
I realy would liek to make them myself lol
. How did you made your bump maps ? Did you bake the clamps in there or did you add them with photoshop ?

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Motocross requires two!
Re: Upcoming Skins and Shader Maps #2
So beautiful. It's a shame that usually things looks extremely good in millville only, though. That's why the static highlights are important. There should be like one standard reflection setting on every track so it would be nice to modelers/skinners.
Re: Upcoming Skins and Shader Maps #2
Thank you, and yes, you are perfectly right! I wish the reflection mapping was good on SX too.Jre wrote:So beautiful. It's a shame that usually things looks extremely good in millville only, though. That's why the static highlights are important. There should be like one standard reflection setting on every track so it would be nice to modelers/skinners.
Re: Upcoming Skins and Shader Maps #2
Nice work everyone!
cr500zd wrote:is there anyway that 500cc bikes will be put into the game?jlv wrote:I'd say it will definitely happen at some point. Not any time soon though.
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Re: Upcoming Skins and Shader Maps #2
Ponza that looks incredible!
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Re: Upcoming Skins and Shader Maps #2
I think the reflections are too strong on the metal, it looks good on the carbon but it looks like you put clear coat on the metal or something.attacker5 wrote:Thank you, and yes, you are perfectly right! I wish the reflection mapping was good on SX too.Jre wrote:So beautiful. It's a shame that usually things looks extremely good in millville only, though. That's why the static highlights are important. There should be like one standard reflection setting on every track so it would be nice to modelers/skinners.
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