Comments: 22
darklord86 [2015-03-26 11:47:07 +0000 UTC]
Great job!
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jwolf2110 [2014-02-26 00:32:57 +0000 UTC]
Did you make a high poly? And baked it?
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Kruku In reply to jwolf2110 [2014-02-27 14:17:26 +0000 UTC]
yep ;] even simple normal map helps to push that simple shape :>
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jwolf2110 [2014-01-20 18:04:14 +0000 UTC]
LOVE IT!!!
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manuelo-pro [2013-10-08 03:56:04 +0000 UTC]
awesome work
Could you please share a link to where i could get these textures.
Would be very great full.
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Kruku In reply to manuelo-pro [2013-10-08 07:44:09 +0000 UTC]
Source files
[link] It's in the description ;]
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manuelo-pro In reply to Kruku [2013-10-08 07:46:16 +0000 UTC]
I saw that, but thought it was only the model.
Thanks
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plk4 [2013-07-01 21:38:59 +0000 UTC]
Very nice model although I have to ask shouldnt the danger plaque be of the roughly same color on the specular as its teh same material?
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Kruku In reply to plk4 [2013-07-02 09:48:56 +0000 UTC]
Nope it shouldn't XD that's something i overlook ^^'
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photoshopman1 [2013-01-04 14:40:22 +0000 UTC]
how do i get the blue texture thing you have next to the gray lay out of the barrels
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Kruku In reply to photoshopman1 [2013-01-07 08:42:17 +0000 UTC]
hp bake + ps normal map xnormal plugins
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sneep29 [2012-02-05 22:12:34 +0000 UTC]
Funny how textures can make any rendering look extremely realistic, instead of pointlessly adding a million polygons to a model.
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xQUATROx [2011-12-17 07:11:54 +0000 UTC]
Ok, I understand the normal map and the diffuse map. But the monochrome map is for what exactly..? It's not done correctly so I can't quite figure it out. Specular map? If so, taking the diffuse map and making it monochrome is not how you make it...
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Kruku In reply to xQUATROx [2011-12-17 19:35:02 +0000 UTC]
I made seperate spec with different contrasts (the envmap with light gives the color).
Sometimes i make color spec with difrent contrasts (for characters, it gives even more variation).
The best result is with separate spec texture for more control on the contrast than just the color map tweak in material as mask for the glossiness.
Sometimes you just use it for memory save if some material isnt important.
The color map as spec whont give soo mutch interesting contrast/detail ;]
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xQUATROx In reply to Kruku [2011-12-17 20:42:10 +0000 UTC]
I know what a specular map is and how it works xD
The problem here is that a well-made specular map shouldn't look like a monochrome diffuse map. For example the warning sticker should have an equal tone for specular, not separate for text, frame and fill. Just, say, a gray area with some wear and tear. Do you get the point here?
I can't argue about the metal area, as the variation there will still give nice results. But not the warning sign...
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Kruku In reply to xQUATROx [2011-12-17 22:33:21 +0000 UTC]
Oh right the sing would be better that way ;].
Ges i rushed it abit XD thx.
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sasa454 [2011-12-11 06:02:22 +0000 UTC]
good oil barrel
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Dalus [2011-12-10 00:50:28 +0000 UTC]
Wonderful job! Textures are always my weakest area.
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Kruku In reply to Dalus [2011-12-10 13:55:56 +0000 UTC]
Mine too, that's why i focus on texture with this one ;]
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