Ya have really cool looking pieces. i think the hammer, book, lantern, and the creature are the strongest. The textures on the blade dont fit as well as they could. maby if ya make the metal on it not so grungy or dark and a little more metallic it would work better as a whole. The wood texture on the handle is not that great i would go with a more solid looking texture.
I think having the creature holding the hammer would be sweet looking.
Also the text on each image on the bottom for your site is to stylized and hard to read. i would change that so ya dont get passed over. Other than that keep it up dude good stuff!
He looks kinda slimy, I'd try to make his textures a little less shiny. Looked better in that second picture, the one with the forest background, but might only be the angle. try to aim to make his skin more like that from every angle.
the gorgon is waay better than your other pieces, i like.
When creating speculars, apply a standard material in 3dsmax/maya to ur model, and play around with spec/gloss settings to approximate the material you want, save the information as greyscale colours on your material texture, and then apply detail later.
thanks for your comments and crits.yeah the spec seems a little bit strange
i´m not the best at maps making first of all specmaps
here is the spec map of the body for you. it take the normal map and tried to make a spec map.but i failed crits please
i like your work but spec is wrong , your spec is almost a wet map, diffuse maps usualy are moore darker and have the whiter area were the light come. with your spec map you optain a wet/ jelly look
I had a quick look on google but couldn't really find any decent examples, mine isn't exactly the best texture in the world by any means but it should hopefully show you the function of a spec.
The spec map controls how the light hits your model, in my case I have made a colour spec map so that the light hitting the model is a different colour and intensity based on the material it is replicating.
The brighter the colour the stronger the highlight. So in my case the metal staff receives much more light than the suit.
The problem with your spec map at the moment is that is that there is not enough contrast in it and the range of values is very low so the model looks really wet as it receives a similar amount of light throughout.
I would do some research into spec maps and how they are used to replicate real world materials, then look at other peoples spec maps and see how they go about controlling them.
hey guys. thanks for the comments.
i will try my best to learn how to control the maps so fast as i can
the example from barnesy is great. thx bro.
the color in the spec map is a great technique.
the next map tests will be with the werewolf
Replies
Ya have really cool looking pieces. i think the hammer, book, lantern, and the creature are the strongest. The textures on the blade dont fit as well as they could. maby if ya make the metal on it not so grungy or dark and a little more metallic it would work better as a whole. The wood texture on the handle is not that great i would go with a more solid looking texture.
I think having the creature holding the hammer would be sweet looking.
Also the text on each image on the bottom for your site is to stylized and hard to read. i would change that so ya dont get passed over. Other than that keep it up dude good stuff!
This pic is for you :
yeah the other peaces a little crapy.but i learn every day
but have not the best workflow i think.
@PhoenixWolf
it´s a tag.copyright things you know
i think the hammer is a other style but yes it looks nice
When creating speculars, apply a standard material in 3dsmax/maya to ur model, and play around with spec/gloss settings to approximate the material you want, save the information as greyscale colours on your material texture, and then apply detail later.
thanks for your comments and crits.yeah the spec seems a little bit strange
i´m not the best at maps making first of all specmaps
here is the spec map of the body for you. it take the normal map and tried to make a spec map.but i failed crits please
Don't be douchey about it, why not help him understand better?
The spec map controls how the light hits your model, in my case I have made a colour spec map so that the light hitting the model is a different colour and intensity based on the material it is replicating.
The brighter the colour the stronger the highlight. So in my case the metal staff receives much more light than the suit.
The problem with your spec map at the moment is that is that there is not enough contrast in it and the range of values is very low so the model looks really wet as it receives a similar amount of light throughout.
I would do some research into spec maps and how they are used to replicate real world materials, then look at other peoples spec maps and see how they go about controlling them.
Hope this helps
i will try my best to learn how to control the maps so fast as i can
the example from barnesy is great. thx bro.
the color in the spec map is a great technique.
the next map tests will be with the werewolf