s e x y![]()
It?s hard to judge on the specular if you don?t see it in movement
The overall looking is good, but you can add much more with a specular map.
For example take the specularity out of the corners, but set them higher on the edges. You allready have the needed lines in your diffuse texture, so it shouldn?t cause so much additional work. (see attached image)
Additional I?d add a very settle pattern on the wings and the fuselage (in the specular map only, not in the diffuse texture).
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You are right of course, that's why I posted several angles.
Thanks very much : that's really the type of feedback that is very useful.
I understand what you mean about the lines - I should convert them to white on the specular map to have stronger highlights there.
However I don't understand what you mean with "take the specularity out of the corners" : which "corners" are you speaking about?
I've added a pattern to the specular map and I'll tweak the weathering of fabric coloured under surfaces, and I'll call it a day methinks.
The weathering is there, but can only really be seen in close up shots, I will post images later.
@Jesters : you had me worried for a while - swearing at my work!![]()
Ebo, what do you think about reflections on RS's planes? Should I do some experimenting do you think?
FAST AND BULBOUS!
@ bzhyoyo:
here's an example image for a specular map I made for a C47 (very roughly, since the current TW engine doesn't support specular maps)
like you see I took out the specularity from the wing roots and the connection to the engine by darken this areas. (this is what I called corners![]()
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I set a higher specularity on the panel lines outer edges, the rivets and the aileron edge.
For the overall surface I added some overlays which are different from the diffuse, this way I'll have some nice effects when I'm rolling with the ac.
The values on the specular map itself can be quite different, depending on the game engine. So you can take the image as an example for seeing the different parts in it, for brightness/contrast or even colors you may need a completely different appereance for your work
@ Blowhard: I'm not sure if I'd add reflection maps on a fabric surface. If you would like to do you have to use them really settle.
I do like the matt look, but they were HIGH gloss to start with, numerous coats of high gloss dope.
I might try it anyway, just to see what happens, hit the rib tops, stitching and rivets with a bit of gloss...might be fun
But it might only look right with real dynamic lighting, TWs reflection tga might not look right.
FAST AND BULBOUS!
You may take a look at the TT Ju87 (RA skin). There're some overpainted areas, this could be the look you're aiming for.
After seeing the pic posted by Blowhard and others, I think the seams of the wing tapes should have almost no specularity instead so I darkened them accordingly (maybe a bit too much - I'll have to tweak the opacity of the layer). I have also weathered the underside fabric a bit more.
I'm going to test colour specularity in cfs3, see if there is any effect, and then tweak some more, but I think I'm getting close - I have to move on anyway. The "corners" have still to be done, and the details (machine gun, undercarriage, etc...) belong to another map and still need a lot of work.
current wip :
edit : for some reason the pics have disappeared; I'll fix it later
Last edited by bzhyoyo; 21st November 2007 at 13:46.
nice
Another thingie (seems to be an easy fix): it looks like the wheels don't have a smoothing group assigned.
If you have a few polys left I'd try to chamfer the lower fuselage edge (just a little bit).
But it's looking allready very good![]()
The wheels don't have a smoothing group assigned to simulate the spokes under the cover. So it's on purpose actually.
I tried to chamfer the edges, but it actually messes the geometry too much to really bother with it now. Thanks all the same, I'll keep that in mind for future models.![]()