View Full Version : Vehicle - F16C
11-18-2006, 05:14 AM
Hey everybody. It's been a while since I posted something complete, but here you go! I textured this model of an F-16C jet fighter aircraft. The model was given to me sub-divided into the 30,000 triangle range and I optimized it down to about 2,500. I modeled the missles to fit the SEAD (Suppression of Enemy Air Defenses) weapons load.
11-18-2006, 05:17 AM
I used two 512x512 texture maps and specular maps. Here they are...
Edit - Also used was one 512x512 alpha map for the glass on the cockpit. It just seemed a little insignificant to add.
11-18-2006, 05:19 AM
I'm moving back home in a couple of days and really wanted to put this one to rest. Towards the end it became a bit of a rush job. Any and all crits are welcome!!
Thanks for looking!
11-18-2006, 06:24 AM
it would look really awesome but you built your texture on a horrible base. WHats with all they yucky clouds?
11-18-2006, 03:24 PM
Hey Laughingbun, I'll drop those layers out of the textures and take a look at it. They're not yucky clouds by the way, they are yucky noise! :D Thanks for your crit!
11-18-2006, 03:38 PM
I think a spec map and a normal map would help the model out a ton by making all the panels look more realistic. You might wanna just make a quick spec map and a really fast nVidia Photoshop normal map filter normal map to see if they help at all.
11-19-2006, 12:53 AM
you may want to check out the sourceblog.org tutorials, they are mainly for skinning guns so dont follow the tuts word for word but maybe pull some ideas on creating realistic metal from them. Also never slap on a specular map, creating a new one is VERY important. Im as guilty as anyone for trying to use a color map as a spec map but DONT do it, it more often than not makes it look worse. Anyways i look forward to updates.
11-19-2006, 01:02 AM
model looks nice, but i think the texture needs work. did you do the entire thing by hand, or did you use photos? personally i woulda used photos for it, as it looks like a realistic result is what you are going for. and never never use that cloud noise crap, it just looks bad.
11-19-2006, 01:46 AM
Duly noted. Thanks a lot for the crits and suggestions. I'm going to get back to it and see what I can accomplish. Thanks! You guys rock. :buttrock:
11-19-2006, 03:44 AM
Add a bump map, as it would really help give it some depth to the panels. Right now I am having trouble seeing any depth in the side and top views. For the texture try reducing the strength of the pixel filter (which can also cause the texture to look blurry) or turn it off completely.
11-19-2006, 05:48 AM
Thanks to you guys this has been a great learning experience. I'm going to call this one done as my move is going to keep me off of the computer for a few weeks at least. I will apply all that I have learned to what I have planned next. This has been my first experience with specular, normal, and multiple maps.
LaughingBun and TychoCelchuuu: Is this more along the lines of what you are talking about for a specular map? I know it's not perfect and it could use some TLC, but it's stripped down at least. Thanks for the link LaughingBun, there are some awesome tutorials there.
TychoCelchuuu and JustChris: This is what I generated from the nVidia PS filter. I think it adds a little more 'umph' to the final result. If I push the depth any further, it looks distorted. Eliminated the filtering. Thanks for the suggestion!
itsallgoode9: Yes, it's all by hand. I found enough reference to have used some photographs, I'll have to give that a shot. To you and LaughingBun, I will never, ever use that noise again, heh.
Attached are images with the specular and bump applied.
11-19-2006, 08:14 AM
looks much better. The spec map is going in the right direction but just needs allitle more detail and things, actually a bit of noise on the spec might not be such a bad idea :)
I have to advise against using photos. If you can find some nice metal hull type textures to work into your freehand stuff do it. But dont try like taking pictures of airplanes and morphing them onto your UV layout.
11-19-2006, 06:08 PM
Yeah, it definitely helps. I think the general rule for spec maps for metal is that the spec map is about the same color as the metal itself, but I've never really been close to a fighter jet so I don't know how they reflect light. Basically you want your colors to match the real thing as close as possible, and then the spec and normal maps will look even better.
11-19-2006, 06:08 PM
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