The windshield has no textures yet so it's just showing the wireframe. I have not used phongexponent, does it make a huge difference?
Meh, we can that stuff later. Wrong sized wheels don't impact gameplay since the collision mesh shouldn't be anywhere near those wheels.
It's basically the glossiness of the shader. You can also set the shader for it to influence the cubemap reflections as well. If you have a look at my materials, I am mostly doing stuff with phongexponent and only lower the specularity where the highlight gets really diffuse in order for it to flow seamlessly into the diffuse lighting. That way you can somewhat achieve shading a bit closer to PBR.
There's something about the texturing that doesn't sit right with me. I can't tell if it's something like being too glossy, but it looks too, I dunno, cartoony? Like it's made out of clay or terracotta.
Most likely grunge detail missing and the AO on the diffuse. Pretty much all of the surface materials are really uniform.
The glossy look might be due to the phong, I am aware that it looks a bit like it's been coated in wax under certain lighting conditions but I haven't found a way to lessen that effect any more. I've changed the materials quite a bit since the last screenshot in this thread, giving it a bit more matte look: The AO is not on the diffuse anymore, it's a seperate texture.
It's already in the SVN (the previous one, at least), but I'm hesitant to push it out simply because there's something about its texture that clashes with other parts of the game. And I'm not talking about with other NF models, I mean with the environment and the ground on maps like crossroads. It's a bit jarring, really.
Does it need darkening? A lot of the textures look much softer and refined than the rest of the game, too. Is it standing out because the smoothness in comparison makes it look cartoonish? Or is this a similar problem like what was happening with Firewarrior's barracks retex? Except in this case the floor is the actually ground..?
That's definitely better, but I still can't shake that "made-of-clay" feel to it. I dunno, it might just be me.
the model itself looks amazing, a million times better than the other. however the texture itself suffers from the same problem as the new apc model first did. the original texture looked cartoony, and didnt match the other models aesthetic. but that didnt stop it from being implemented, and it was fixed by someone else (keef?) later. so yeah, please implement.
To be honest turning of the phong pass is a bad idea. Now it won't react to directional light at all. Also Redskull I'd suggest to join in the team hipchat, maybe we can sit down together this evening and try to get some more out of the textures together. I'd also like your opinion on what I am currently working on.
might have to dust off the ol' photoshop here. EDIT: damn there is a lot of little texture pieces on this one, also is missing skins for forest/snow/etc. I hope this thing has LOD.