camouflage texture for the hull
red camouflage texture for the remap (your unit has no remap at all, thus it's not useable except for neutral stuff)
metal texture for missile launchers and wheels
dark texture for missile tubes and barrels
dark blue texture for windows
etc etc _________________ SHP Artist of Twisted Insurrection: Nod buildings
It looks like a decent model but sticking to military OD isn't a good idea. You need to use darker shades where it would be darker, or lighter shades where it's lighter naturally on the vehicle based on lighting, you know?
I'd consider splashing browns and mud colors on the underside and the tracks, also, if you're designing real-world vehicles search for camouflage that matches the origin of the vehicle. Looking at a nation's infantry patterns as well helps.
Using the same texture all over the model is not the end. Add details.
no remap
no metal on wheels
no dark spots on the missile tubes
no dark area of the front window slits
no metal on the turret
Current texture needs antialiasing. The borders between bright and dark gold are too sharp. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Plenty of tanks have wheels the same color as the body, not that weird gray that C&C does.
Don't bother putting in tiny dark spots, just mark the front and back of the tubes all in black, the detail is far too small to see at this scale. As long as it's noticeable where the missiles are coming from, don't waste your time plopping dots in for each missile tube.
As far as the other details, the real SA-13 is pretty much solid.. I'd maybe put some black in for slits where the view ports are.
What do you mean by 'no metal on the turret?' it doesn't need steel gray to be metal. Look at pictures of the SA-13 and other real military vehicles - they generally don't have much detail that would be visible at the scale that C&C depicts them at. I'd maybe add some road lamps like on this one below, but, tanks generally look pretty dull.
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Feb 20, 2013 4:51 am Post subject:
In fact, IRL, roadwheels are almost always painted the same color as the tank body, and if it is camouflaged, the same pattern.
Also, a lot of this community's voxel artists don't do the grayscale road wheels (I do). _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
the problem is, that by using the same texture all over the model, you can't see much of the details. The normals lighting isn't good enough to lit and shade the model in a way, so parts stand out more.
By adding metal parts or other textures, you can emphasize things like the turret rotation mechanism.
Right now it is impossible to differentiate between the turret and chassis. They simply blend into each other too much.
Of course it would also work keeping the same texture and only make shadowed areas darker, e.g. bottom of turret, areas close to the turret base (simulating ambient occlusion) etc. Though instead of simulating ambient occlusion, using contrasty different textures is often easier.
Using camo only looks fine. He/she just needs to go through the voxel and highlight top edges and shadow low ones. Perhaps some darkening on the sides. QUICK_EDIT
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