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Heckler&Koch VP70

A Work In Progress for GameBanana

Progress Report

Completed
VP70 WIP. HighPoly, Lowpoly and bake 100% done, texture done, too. I'm not 100% satisfied (especially with the polymer), but for my first time using photoshop, i think it's ok. Will upload asap.

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  • KnechtRuprecht avatar
    KnechtRuprecht Joined 7y ago
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    > **Posted by Rafael De Jongh** > > **Posted by KnechtRuprecht** > > > > > Ok i will see if i can tweak this polymer a little bit. Polymer is a real b**ch to texture > > Not really, it's one of the more easier materials to define... you just got to have the right resources or ideas to buildup the base. > > I think I heard this trick from Millenia but idk what the actual source is but if you just get some noise and put it through a normal map filter like nDo2 or just Nvidia Normal Map Plugin and then make a cavity map from that normal with nDo2 or Xnormal you get yourself quite a nice base pattern for your polymer if you multiply this cavity map on your desired colormap it might come out better than expected! If you have nDo2 you can also generate an AO map from the bake and this will give you a total different end result! You mostly got to experiment with this! > > You could also just take some pictures or find some pictures of nice polymer surfaces and combine them to get a nice base that you can use on your model. > > But make sure you don't overbump the polymer when adding it to the normal, polymer is rather flat as a surface a bit dents are okey but best is not to go overkill with it! > > Another question did you used a Cavity Map generated from the baked normal? Yeah i generated Cavity maps from the normalmaps. I defined the polymer mostly through the specmap, i used only very little bump and a very subtle noise in the diffuse. I think I will try it with a different noise pattern.
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  • Rafael De Jongh avatar
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    > **Posted by KnechtRuprecht** > > Ok i will see if i can tweak this polymer a little bit. Polymer is a real b**ch to texture Not really, it's one of the more easier materials to define... you just got to have the right resources or ideas to buildup the base. I think I heard this trick from Millenia but idk what the actual source is but if you just get some noise and put it through a normal map filter like nDo2 or just Nvidia Normal Map Plugin and then make a cavity map from that normal with nDo2 or Xnormal you get yourself quite a nice base pattern for your polymer if you multiply this cavity map on your desired colormap it might come out better than expected! If you have nDo2 you can also generate an AO map from the bake and this will give you a total different end result! You mostly got to experiment with this! You could also just take some pictures or find some pictures of nice polymer surfaces and combine them to get a nice base that you can use on your model. But make sure you don't overbump the polymer when adding it to the normal, polymer is rather flat as a surface a bit dents are okey but best is not to go overkill with it! Another question did you used a Cavity Map generated from the baked normal?
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    > **Posted by Rafael De Jongh** > Tone down the polymer doesn't look good at all try to go with something more subtle like: > > Texture > > Or even > > Texture > > And try to get some tones into the back grip and front part now it looks all one piece so get some variance in it! > > The bullets look also a bit to green... or is that because you altered the picture slightly? > > Other than that the damage has indeed improved, base metal looks decent from what I can tell from the render you're doing good but I wouldn't call this done yet especially not with the polymer! Touch the polymer a bit more and see what you can create I'd say don't overuse noise to much! Ok i will see if i can tweak this polymer a little bit. Polymer is a real b**ch to texture
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    Tone down the polymer doesn't look good at all try to go with something more subtle like: Texture Or even Texture And try to get some tones into the back grip and front part now it looks all one piece so get some variance in it! The bullets look also a bit to green... or is that because you altered the picture slightly? Other than that the damage has indeed improved, base metal looks decent from what I can tell from the render you're doing good but I wouldn't call this done yet especially not with the polymer! Touch the polymer a bit more and see what you can create I'd say don't overuse noise to much!
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    You're doing just fine. For now...
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    Looking great.
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    Transform the baked Normal into a cavity, ao and some other maps that could help you get the edges and shadows better! Also seems to lack an AO or just really soft? For the current progress I'd say remove the huge scratch on the side and the damage around the text those two things bother me, for the rest looks like a good start!
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    > **Posted by Teh Snake** > Nice work ! Dont screw up with textures lol thx i will try it :D
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    Nice work ! Dont screw up with textures
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    > **Posted by kami7k** > I've seen this pistol somewhere with animation which was drawing it from that stock as I remember. Yeah, you saw it.
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