Lockdown M1A2 Texturing Progress
by Taylor Wiebe · 01/12/2010 (12:09 am) · 5 comments
Finally I have had some free time to work some more on my M1A2 Abrams model. I have started to texture it, but things have been a little slow because I have started to learn Maya (I am going off to school to get a diploma in 3D modeling, and Maya is what they use. So I figured I should start learning it on my own) so the texturing process has been a little slow, but so far things have been coming along. I have also been playing around with normal maps, to try and add more detail to my models.
I am not 100% happy with the texture/normal maps, there are some areas that are stretched, but here is what I have so far. In my next blog post the tank should be done and I will get some in engine screen shots.




I am not 100% happy with the texture/normal maps, there are some areas that are stretched, but here is what I have so far. In my next blog post the tank should be done and I will get some in engine screen shots.




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#2
Just a suggestion, I think it looks a little too smooth and clean for a tank, you might want to try giving it some harder edges and scratches in the textures.
It may just be one of the screenshots though, as the other looks like it has hard edges.
01/12/2010 (9:24 pm)
Looking good!Just a suggestion, I think it looks a little too smooth and clean for a tank, you might want to try giving it some harder edges and scratches in the textures.
It may just be one of the screenshots though, as the other looks like it has hard edges.
#3
@Bryce: Are you talking about the front of the turret? If so, I am reworking that area of the texture, because it does make it look odd.
01/12/2010 (11:26 pm)
Thanks for the comments@Bryce: Are you talking about the front of the turret? If so, I am reworking that area of the texture, because it does make it look odd.
#4
01/13/2010 (11:52 am)
The whole thing needs a lower smoothing angle. you should set it to something like maybe 20 right now it looks like it is >90.
#5
2. setup smooth groups (3dsmax) or hardsoft edges (maya) this will help to define volume, never smooth model fully, except only when you using normalmaps on it(so show with normals than).
3. if you want to show texture - show it too here, so we can see UV layout (place watermark on it, if you think someone can steal it)
also take a look about baking ambient occlusion on the model, this will help u define volume and model will look better.
take a look here for help:
www.game-artist.net/forums/vbarticles.php?do=article&articleid=17
www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-p...
01/15/2010 (2:32 am)
1. when show your model never use "smoothed" model only, show wireframe model too.2. setup smooth groups (3dsmax) or hardsoft edges (maya) this will help to define volume, never smooth model fully, except only when you using normalmaps on it(so show with normals than).
3. if you want to show texture - show it too here, so we can see UV layout (place watermark on it, if you think someone can steal it)
also take a look about baking ambient occlusion on the model, this will help u define volume and model will look better.
take a look here for help:
www.game-artist.net/forums/vbarticles.php?do=article&articleid=17
www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-p...

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