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Captain America shield model based on First Avenger, The Winter Soldier and Avengers movies.
**Features:**
- mesh in .obj and .fbx format
- HD textures in 1200x1200 resolution(2500x2500 for handle) in png format
- normal and specular textures included
**License:**
Do not use this model commercially. You can use it free in game mod as long as you credit me.
Finaly got some time to update textures.
Leather and inside shield textures are new. Shield has been changed a bit. Textures now are png format from original psd file, not just conversion.
> **Posted by greenhood**
>
> Im not giving any excuse to not use it. Sketchfab version of my shield does look worst, as I said normals are a bit deformed. Believe me that I would use Sketchfab if I could.
Answered in PM, works fine on my side.
> > It's better to achieve that effect by having a dense gloss map in place where you have some variation rather than having static lightning on your specular which is not correct in any given situation.
>
> I created many versions of shield texture and current version was the best and more similar to movies version.
>
> Besides that I'm not skilled enough to make more advanced stuff. Im still learning.
Well that's good that you're still learning and I'm sure everyone is to get better every time so feel free to make WIP's so anyone can provide you with proper feedback so you can improve on the feedback provided.
For this release the biggest downside is the texture format used but besides that it's not that bad in general!
Keep up the good work and I'm sure you'll improve :)
> Sketchfab supports PBR now so there's no excuse of not using it now. Seriously though Sketchfab was already from day one superior than p3D
Im not giving any excuse to not use it. Sketchfab version of my shield does look worst, as I said normals are a bit deformed. Belive me that I would use Sketchfab if I could.
> It's better to achieve that effect by having a dense gloss map in place where you have some variation rather than having static lightning on your specular which is not correct in any given situation.
I created many versions of shield texture and curent version was the best and more similar to movies version.
Besides that Im not skilled enough to make more advanced stuff. Im still learning.
> **Posted by greenhood**
>
> I used p3din because Skechfab morphed normals. They are deformed in some places. Also p3din have better light IMO.
Sketchfab supports PBR now so there's no excuse of not using it now. Seriously though Sketchfab was already from day one superior than p3D
>
> I used speculars for the light, because on diffuse it won't look similar to movies shield.
It's better to achieve that effect by having a dense gloss map in place where you have some variation rather than having static lightning on your specular which is not correct in any given situation.
I used p3din becose Skechfab morphed normals. They are deformed in some places. Also p3din have better light IMO.
I used speculars for the light, becose on diffuse it wont look similar to movies shield.
> **Posted by greenhood**
>
> > **Posted by Sally-2K**
> >
> > You should give your model a AO bake
>
> You mean that white and dark texture or AO in normal map?
Normal maps should NOT have AO maps, and the AO map we're talking about is an Ambient occlusion Map, either from the Low Poly or baked from a High Poly.
Also why use p3D when you get better results with Sketchfab? In other words, use Sketchfab!
Sidenote: A specular map shouldn't have that kind of lightning on it, you perhaps wanted to give it a special effect but you would have better done it on the diffuse rather than the specular.