CG Sketchbook , notes and tutorials

k700 tractor game model

To practice texturing and painting  and hipoly to lowpoly bake , i’m working on a game model of a Kirovets 700 tractor.

EDIT : original post is below , but since posting i’m going on with this model as a w.i.p. on polycount forums.

So here are  latest pictures :

polycount wip thread http://www.polycount.com/forum/showthread.php?t=87633

Here’s current status: (still w.i.p.)

It’s using the same 3Blend texture method i mentioned in earlier posts ,  But done with blender nodes and GLSL preview.

It’s great to have this relatively complex node material shown realtime in viewport !  For games , it would need to be baked to standard col/spec/norm , of course, but this speeds up the creation a lot !

Btw , besides the controlmap i painted a color map containing the base paint color of the various areas ,  and some blurry weathering effects of discoloration  (sort of complementary with the sharp detailed weathering in the controlmap and the photo textures used to add material detail to the 3 levels )

Final GLSL Shader :

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Handpainted controlmap :

Grey base , black for dirt in recessed areas , white for scratched exposed corners:

The actual node setup uses 5 materials , 3 for those 3 main steps , plus 2  for transition areas  so : pure black becomes rust , off-black becomes muddy paint .

White areas become  clear metal , off white  a bluish primer coat.

wireframe and normalmap :

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Quick color variations , by changing colormap (in gimp) and keeping nodes and controlmap:

EDIT : UPDATE :

I’ve tried a new color combination , at first strong saturated colors seemed the most realistic choice (yellow as most ref pics. or red )

But looking at examples of very nice game models and texture paint , i noticed that  a light greyish base allows  some nice effects of subtle hue and color variations.

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So i worked a bit more on the color layer … which remains blurry , with sharp weathering details remaining in the greyscale controlmap.

But i realize now it can still be important and ,if well painted, can make a difference .. i tried not to paint darker corners .. occlusion is not the point here (can be done with ssao or another layer anyway)

Instead i tried the get those subtle color variations (‘discoloration’) as i’ve seen in a very beautiful 1920s tractor game model (by Raul Aparicio, http://raparicio.com)

I really liked that the base color was an indefinite warm grey ..but with tons of variations to yellow or green tones.

Almost done with paining main surfaces .. next weels , the front grill ..

Edit : fixes to normalmap :

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Below, just more wip pics i’m posting on the polycount wip thread http://www.polycount.com/forum/showthread.php?t=87633

 


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