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texturing practice

A Work In Progress for Insurgency

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update 3
  • m16a4 finished
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Noodum
2y
update 2
  • stuff on m16a4
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Noodum
2y
just some texturing practice

AK74 model by Paul Yakushev

M16A4 model by New World Interactive (mviewer link here)



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  • 2y
    Nebberkadnezzar avatar
    Nebberkadnezzar Joined 3y ago
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    I didn't realize I'd inspire you to do Insurgency skins after compiling those MP7 textures + shaders of yours. Definitely looking forward to the AK74 + the retextures of the M16A4 and M4A1.
    Bananite
  • 2y
    Noodum avatar
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    Posted by Rymd

    If you could change the Magwell markings to be realistic instead of NWI that'd be great, also, not really a fan of that dark STANAG color.
    that's not really possible to do, there is an extreme gradient on the normal map on the magwell area you're referring to, so tweaking that is next to impossible without causing smoothing errors unless i have the baked normal from the team. + what 4echo said

    also this is how the magazine looks like on the diffuse,


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  • 2y
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    Posted by Rymd

    If you could change the Magwell markings to be realistic instead of NWI that'd be great, also, not really a fan of that dark STANAG color.

    It's highly unlikely that Noodum would change the engraved text due to the normal map already being compressed for in-game usage.

    It would cause more problems than what it would fix.
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  • 2y
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    If you could change the Magwell markings to be realistic instead of NWI that'd be great, also, not really a fan of that dark STANAG color.
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    Mantra
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  • 2y
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    Instead of writing paragraphs about normal maps im just gonna leave something else here :

    This is a texturing WiP. I know, Marmoset is a cool tool but could you please focus on the texture ? I cant really judge it from the one image you provided. Plus the small parts I can make out are overlayed by a big and very wide specullar shine. It looks like a toygun. 

    Could you please update this WiP with some screenshots where we can actually judge the texture ? 

    Thanks.

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    In 4 teh grils. avatar
    Mantra
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  • 2y
    [PRince_4] Sharma avatar
    [PRince_4] Sharma Joined 2y ago
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    Posted by 4Echo

    Posted by [PRince_4] Sharma

    Posted by 4Echo

    One is rock/stone. The other is uncoated wood, there's a huge difference between metal/stone and uncoated wood/coated wood from a materialistic POV.Applying a rock-like surface to metal is a big no no.Applying a rough surface to a coated wooden surface implies that it's well worn, probably a post-apocalyptic setting.Everything that is put onto a texture has to have context and needs to have it's own story to tell, a good artist know where to put damage and grime. A bad artist applies random detail and back explain why, it looks good to them whilst it looks horrendous to others.Don't critique with random and halfassed statements if you can't back them up with in-context evidence and a proper attitude. There's no need to be angry to someone else as an outlet because some of your submission got withheld.

    Whatever, Normal Maps aren't only meant to be smooth they must have detail on what the object will look like.

    Agreed! Though the way you put it implied that details on a normal map for a hard-surface weapon should be over-the-top, rough and raw.

    And obviously this texture is meant to be clean, otherwise Noodum would have already set up damage in the normal map.

    Yeah, I knew you would agree with that but what Rymd Said was not *that* correct.

    Cuz as he said that "Normals are meant to be smooth and Exponent and Speculars provides details" i don't actually think that is sort of correct cuz Normals Provides depth and details whereas Speculars and Exponents only work out around the Shine and Reflections..

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    Mantra
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    Posted by [PRince_4] Sharma

    Posted by 4Echo

    One is rock/stone. The other is uncoated wood, there's a huge difference between metal/stone and uncoated wood/coated wood from a materialistic POV.Applying a rock-like surface to metal is a big no no.Applying a rough surface to a coated wooden surface implies that it's well worn, probably a post-apocalyptic setting.Everything that is put onto a texture has to have context and needs to have it's own story to tell, a good artist know where to put damage and grime. A bad artist applies random detail and back explain why, it looks good to them whilst it looks horrendous to others.Don't critique with random and halfassed statements if you can't back them up with in-context evidence and a proper attitude. There's no need to be angry to someone else as an outlet because some of your submission got withheld.

    Whatever, Normal Maps aren't only meant to be smooth they must have detail on what the object will look like.

    Agreed! Though the way you put it implied that details on a normal map for a hard-surface weapon should be over-the-top, rough and raw.

    And obviously this texture is meant to be clean, otherwise Noodum would have already set up damage in the normal map.
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    Posted by 4Echo

    Posted by [PRince_4] Sharma

    Yeah i know but it can have a bit of Roughness..

    Explain this and this then Smart A$$..


    One is rock/stone. The other is uncoated wood, there's a huge difference between metal/stone and uncoated wood/coated wood from a materialistic POV.

    Don't critique with random and halfassed statements if you can't back them up with in-context evidence and a proper attitude.

    Prick.

    Whatever, Normal Maps aren't only meant to be smooth they must have detail on what the object will look like.
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    Posted by [PRince_4] Sharma

    Yeah i know but it can have a bit of Roughness..

    Explain this and this then Smart A$$..


    One is rock/stone. The other is uncoated wood, there's a huge difference between metal/stone and uncoated wood/coated wood from a materialistic POV.

    Applying a rock-like surface to metal is a big no no.

    Applying a rough surface to a coated wooden surface implies that it's well worn, probably a post-apocalyptic setting.

    Everything that is put onto a texture has to have context and needs to have it's own story to tell, a good artist know where to put damage and grime. A bad artist applies random detail and back explain why, it looks good to them whilst it looks horrendous to others.

    Don't critique with random and halfassed statements if you can't back them up with in-context evidence and a proper attitude. There's no need to be angry to someone else as an outlet because some of your submission got withheld.

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  • 2y Submitted
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