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Ever Jane 3D Art Drop/Wip Journal

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EJtheArtist polycounter lvl 8
I have a ton of Ever Jane artwork I created over the past year. Instead of making a new post for each thing, I'm going to start this massive forum post! So here's the first one starting today! <3 (with tons more to come!)

One of the most challenging hurdles I've been trying to get over is making my maps make sense. The difference between understanding how a spec/gloss map works to how I get it to look right on screen.

For Ever Jane, the way the marmoset shaders work in unity 4 is that the gloss map is stored in the spec's alpha channel. This tends to make me feel really lost or overwhelmed at times. I didn't understand how this worked until the teaset and teacup projects, yet I'm still trying to get over this hurdle to get everything to look right.

With that being said, what do you think of this bench? Is there anything i'm missing or could be doing better? Anything my maps are missing or doing poorly?




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