BA-64B Soviet Armored Car

Thx :)

I'm discovering the power of ambient oclusion in max :)
It gives deep to the models and make's it look nice :)
plus other tricks - like paint scratches and dirt (made with grunge brushes) and my textures looks better than year ago :)

I'm going to have to look for this ambient occlusion, I've never heard of it before. :lol: I've only really used feathered and solid brushes in Photoshop, so I'll have to experiment and try out some of the others. ;)

Also, I agree with strategy that it might be a little dark in the first screenshot. It might not be the texture though, it could be the material properties or the lighting in the NIF.

This is what I always use for the material properties for custom units:

sceneviewerkc1.jpg


The material properties don't usually export well from 3ds Max, so I change it in Scene Viewer afterwards.
 
Thx for hint

Yes i also think it's a matter of light rather than texture :)
Thx for hint - I'll use it in the future.

About ambient occlusion - it gives nice and mild shades, and more deep on the texture (i now unwrap model an than render AO to texture) that i would normally would try to paint (i paint only when i want to accent something more - the AO is good base to make it) :)

16subdivs.jpg


I used this tutorial
http://everflow.com/support/tutorials/AO/Everflow_AmbientOcclusion1.html

I discover this option recently, but i'm using it a lot right now :)
 
Cool, thanks it might save some time in texturing. I've heard about people "baking" the light onto the texture, so this is probably a similar thing. I'll try the tutorial out and get back to you. :D
 
Yeah it's similliar thing.
I tried to bake also shadows. Tough i didn't figured out well light and shadow yet (the result isn't fully what i want to get ), so i draw overall shadow and lights by hand. But with good setup it would save some time too and would give exrta specularity/3D/shadows :)
 
I got some good results on my explorers, and some of my spearmen. :D

There is one thing though, when I skinned the models I mirrored parts of the uvw to save room on the texture, but it messes up where the shadows are supposed to go. :lol:
 
Yeah :D I have sometimes this problem - the first one it was with BA-64B - it has light only on the right side of the car. When i made in first attempt mirrored - the trace of lamp was also available on the side wich should be clear :). The minus of AO is that it uses more space on the texture, but i think it's worthy of it :)

Can you show the screenshots before and after? :)
 
Yeah it looks nicer now (more 3D) - it gives nice result :)
 
Thanks asioasioasio, for the great unit. It just what I was looking for.
 
What about reskinning it to a captured German version. As far as I remember the Germans tended to use a lot of different equipment captured from various sources as well as what they produced themselves. Therefore it could be interesting to have a German version of this as I do remember seeing it somewhere. I would reskin if I could but I can't. A reskinned version would be good for a WWII scenario. Any chance that with a script you can give the player some limited control over what equipment gets turned into German equipment... Ie. linked to the enemy technology and yours, so that you would need a tech like 1942-43 tanks to be able to get a captured T-34 in German markings. Should be a menu like Build Cue to give you some limited control over what equipment you get. Should be much more limited in case of US and Britain and perhaps Russia as I have only come across about 2 examples of captured equipment as opposed to a lot for Germany and the Axis...
 
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