Hi guys, this time I bring a new spaceship model. I call her "Garnet". I tried some new methods and got enough details on a low mesh with only 2K polygons. I baked the normal map in 3dmax with RTT tool, and mixed it with a detail normal map in PS. The model looks good in 3dsmax (see below).
Then I imported it into the SC2 editor, It looked not as good as it in the 3dsmax and lost the brightness of metal. Why that happened?
I like the ship, but it should improve the geometric errors.
And perhaps more fit for SC2, if SC2 one texture would be the starting point of the ship texture.
I am glad you like it. When I began to create the map and textures, I baked the basic AO and normal map base on a high polygon mesh which still had some misstakes to be fixed. So the error is caused by my diffuse and normal map. After you pointed out that, I fixed them manually in Photoshop, now it looks better.
Play with material's Specularity parameter. Higher specularity makes reflected light look mopre sharp and contrasted. Lower specularity increases the size of reflected light spots, but reduces its brightness.
Also, play with specular map color. SImple case, where it's just white, makes model look a bit plastic. If your specular color is the same as diffuse has, it will give you some metallic effect, in case you use higher materia'ls Specularity number. Sometimes it look interesting if you move specular map's HUE and/or saturation and/or brightness.
Also, normal maps can be more or less contrast. It will cause details look more or less pushed. Play with it too, it will be easy for you, since you use nDo.
Thanks everyoneYour suggestions and guides help me much.
Now I finish the alpha version of my new little spaceship. I used an old animation which I built for the Amethyst (another ship).
The attachment is SC2 map which contains the model files. I hope you will like it although there are still many errors need to be fixed. I will work forward several days later.
Hi guys, this time I bring a new spaceship model. I call her "Garnet". I tried some new methods and got enough details on a low mesh with only 2K polygons. I baked the normal map in 3dmax with RTT tool, and mixed it with a detail normal map in PS. The model looks good in 3dsmax (see below).
Then I imported it into the SC2 editor, It looked not as good as it in the 3dsmax and lost the brightness of metal. Why that happened?
@Delphinium1987: Go
Er..........I added an alpha channel in normal map and it looked better...
I like the ship, but it should improve the geometric errors. And perhaps more fit for SC2, if SC2 one texture would be the starting point of the ship texture.
The discerning eye may say the photorealism clashes with SC2's touch of "fantasy" look...but if it's even an issue I call that a "good problem"
The design itself is cool. You can tell the thing was built for speed.
Sounds like your specular layer is conflicting with the lighting you are using. Alter either to fix.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Kailniris2: Go
I am glad you like it. When I began to create the map and textures, I baked the basic AO and normal map base on a high polygon mesh which still had some misstakes to be fixed. So the error is caused by my diffuse and normal map. After you pointed out that, I fixed them manually in Photoshop, now it looks better.
@Delphinium1987: Go
Much better now, I hope you finish completely.
@Delphinium1987: Go
Play with material's Specularity parameter. Higher specularity makes reflected light look mopre sharp and contrasted. Lower specularity increases the size of reflected light spots, but reduces its brightness.
Also, play with specular map color. SImple case, where it's just white, makes model look a bit plastic. If your specular color is the same as diffuse has, it will give you some metallic effect, in case you use higher materia'ls Specularity number. Sometimes it look interesting if you move specular map's HUE and/or saturation and/or brightness.
Also, normal maps can be more or less contrast. It will cause details look more or less pushed. Play with it too, it will be easy for you, since you use nDo.
Thanks everyoneYour suggestions and guides help me much.
Now I finish the alpha version of my new little spaceship. I used an old animation which I built for the Amethyst (another ship).
The attachment is SC2 map which contains the model files. I hope you will like it although there are still many errors need to be fixed. I will work forward several days later.