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Here is my model and texture of the german Stielhandgranate M24, used by german soldiers in World War 2. Modeled in 3ds Max and textured in Photoshop with some basic material definition done in ddo. I hope you enjoy this release! Tri count is 2564, texture size is 2048².
Included in the download package are the following things:
- Low poly model in following file formats: 3DS, FBX, MAX and OBJ
- My Textures: 2k Diffuse, Specular, Gloss and Normal Map (Tangent Space)
- The original baked files: AO (generated by nDo2), tangent space normal map, object space normal map, a color map and a wire
You are allowed to compile it and use it in every game you want (as long as you keep everything free of charge) and retexture it as often as you like. Make sure to credit me though please. I love mah credits.
In case anyone is interested in the texture maps, [here you go](http://abload.de/img/texmaps_finalt2zgv.png "texture maps").
> **Posted by Yogensia**
> First of all very nice work. Love the textures. Feel like giving some thoughts though:
Whoa, thank you very much for the in-detail feedback for such a small asset, it is very appreciated. Most of it is very right, especially on the paint and it's gloss/spec feedback. I was playing with that for a very long time because I tried to get it not too shiny in contrast to the metal parts that stick out where the paint got scratched/bumped away. I may have taken it down a tad bit too much looking at refs, since this style of paint resembles a very matte finish more used today and which I'm used to back from my army time I guess.
About the amount of wear: I'm always one of the not too much wear type of guys, I always try not to overdo it, which is why I most of the time end up underdoing it, I guess thats one of the main problems people have with my textures (coming from a military history I'm always used to keep my stuff rather clean and unscratched :D). I will look into that in future work. Wood wear could be a bit higher too, yes.
I completely agree with the AO on the bottom, that was a mistake by me, I simply forgot to take it down a bit there.
That all said, thanks for the feedback I appreciate it a lot. Even though I don't think I'll edit this one I'll surely keep the stuff in mind for my next release(s) :)
First of all very nice work. Love the textures. Feel like giving some thoughts though:
(this is all personal preference so imagine i'm saying "in my opinion" on each point) :P
- The green metal should look either a bit shinier and glossier, or more dirty. As it is now looks like the green paint on it was too matte or thick. The normal map on there sells very well the actual paint look though so that's a nice effect in the end but it still doesn't look as metallic as i'm used to see in pictures of these grenades.
- A few bigger damaged spots in the metal would be nice, all the scratches and damage seems a bit tiny. I usually like to make both big and small areas of damage/dirt to create a bit of contrast in frequency of those details.
- The carved text were it says 4Sek. looks a bit too neat, it should be a bit more damaged to blend with the rest of the material.
- I like the damage on the ends of the wood piece and how you balanced dirt / wood color wear / bump. That said the rest of the wood handle looks in too good condition in comparison, a few big (maybe subtle but big for contrast) damage details might add a bit of interest to the area. For example a couple of spots there the wood coat is gone so it doesn't shine almost at all (raw wood look).
- AO is a bit thick on the bottom of the thick metal cylinder if you know where i mean. It stands out a bit too much. That might be a good area for brownish dirt or similar. Other than that place, the AO in the rest of the model looks really nice.
- The text damage mask could be improved a bit. Right now it gives too much feel of a masked text layer. You could rasterize the layer if not done already and then run a filter on it like Crystallize on very low detail, like 3px, then a filter from the gallery called torn edges that gives usually nice irregular edges to straight lines like the edges of the text. Combine that with your wear mask and maybe an original copy of the text that fades to plain grey a tiny bit, and you can get a lot more detail relatively fast. The devils is in details like that, like making sure text looks out from a photo rather that out of photoshop.
- The rope and plastic are nice and look right to me. I like your material definition (i suck when it comes to that) and that's a nice example.
- Love the colors in general for every material. They play very well together in my opinion.
Sorry for going on too much but i did like the model very much, that's why i kind of wanted to take the time to give my personal perspective in case it helps. Sorry if i missed the texturing process in your wip submission too, i realize this is a released model already, but never mind that i guess. :)
Keep up the great work!
> **Posted by r0tzbua**
> Mhm, I'm sorry, that host normally works great, but it's a rather big file.
Oh no, I don't think it's the host, it's just the shitty ass net here. It was worth waiting the 5 minutes though.