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 Post subject: WIP - SAM61 P220
PostPosted: Sun Jul 30, 2017 6:25 pm 
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Wise Old Man
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Joined: Sun Jan 02, 2005 1:45 am
Posts: 1736
Location: Texas, Everything's Bigger Here!
Very very early. Mostly still just base. Just getting started on the slide, and playing with marmo. I know I suck at rendering lol.

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 Post subject: Re: WIP - SAM61 P220
PostPosted: Fri Aug 11, 2017 2:59 am 
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Old Timer

Joined: Fri Apr 22, 2005 12:11 am
Posts: 530
Location: Seattle, WA
Yo can I texture it pbr?

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 Post subject: Re: WIP - SAM61 P220
PostPosted: Fri Aug 11, 2017 5:40 pm 
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Pre-schooler

Joined: Tue Sep 22, 2015 2:50 pm
Posts: 91
Location: basement
http://gamebanana.com/models/3686 have fun


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 Post subject: Re: WIP - SAM61 P220
PostPosted: Thu Aug 24, 2017 8:53 pm 
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Clinically Dead
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Joined: Sun Jul 11, 2004 4:15 am
Posts: 2891
Location: snoreway
Yo if you're working in photoshop, marmo is super helpful in defining your materials.
Split the model into material groups (one for aluminium, one for rubber, one for plastic) then apply 3 materials in the viewer and play around with the settings
when happy, either bake the values or eyedrop and paste colorfill layers in PS. Now overlay your textures onto them. Make sure your textures are 128,128,128 when averaged tho, or they'll either brighten or darken your values.
It takes me <5 minutes to figure out my material values this way, with way less fuckery than doing it all in photoshop.

As for crits, it's a bit bland right now. Maybe darkening the albedo of the surface treatment might help.
here's a reference sheet with some stuff:
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