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!
(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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The bench is looking decent! Could use that rust damage pass. I think at that scale, it'd be hard to see the specific quality of the specularity.
....And here's my fixes today with my new knowledge of how stuff worksSo cool to see a vast improvement. This is where I'm to leave it 'good enough' for Ever Jane. I might do a pass for my portfolio, something a little higher res with my own hand painted flowers (and fix those wonky uvs!).. and get a yummy crevices mask and material on there.....