Ok, so I turned the saturation up a bit and used a colored spec map. Do the details pop more a bit and make a little more contrast? I also turned down the bloom.
Maybe some heavy directional scratches along the drills buckets/blades to look like its been dug through and scratched along? Also, id get rid of the spec on the tires...rubber is really matte. Besides that though it's great, I love it:)
Ok, so I turned the saturation up a bit and used a colored spec map. Do the details pop more a bit and make a little more contrast? I also turned down the bloom.
Here's what the spec map looks like.
It looks alot better with the colored specmap, all in all this is magnificent work!
i agree about the tires, they look like they have chipped edges, and one other thing i thought about is this thing look like it gets used but i would imagine the teeth would be worn and scrapped more depending on what its drilling into.
Awesome progress here, keep going. Still needs a bit of more contrast in the specmap, try pulling around in the levels a bit and experiment on the result, play around with the lighting in toolbag and see the specular result of the contrast changes. Definately looks better with colored specular!
adam: Yeah it's really hard to get decent shadows inside marmoset. That's why I'll definitely put it inside udk for the final presentation (but my udk skills are still noobish :poly122:). Anyway, final update I guess. I played with the levels of the spec map, but no significant change haha.
Thank you for the help guys, I'll call this done for now. Have to move on to that fps rifle. Thanks again!!
personnaly id like to see more of a difference in materials between the paint and metal,i like the idea of it being painted of dirty white with little diffused specular (like a ceramic style paint, or maybe an acruylic style sharpe specular plasticy look, t least different to the metal
I know you said this is done for now but I have a few suggestions. First of all I'd like to say the bake came out fantastic and the final piece has a lot of character to it. Great work.
Right now as it stands it feels pretty flat. Your specular map lacks contrast so that the metal pops and distinguishes it from the paint and rubber tires. I totally agree with Shepeiro. At the moment your tires and metal look like the same material. Darken your grunge spots in your specular and desaturate the paint a bit. Paint like this is usually pretty matte and doesn't give off that much spec or color. Hope this helps.
You're right. After I sped up the part where i select the mask (boring part), Camtasia screwed up the audio sync. I'm gonna have to redo it. Will take a while as it's slow to encode and upload.
Sweet. Thanks Xoliul. Just watched it. Really good results. I have not used your shader yet, but I will definitely give it a trey next time. I was never able to get those cool shadows from marmoset.
Replies
Ok, so I turned the saturation up a bit and used a colored spec map. Do the details pop more a bit and make a little more contrast? I also turned down the bloom.
Here's what the spec map looks like.
Other than that, it looks great.
adam: Yeah it's really hard to get decent shadows inside marmoset. That's why I'll definitely put it inside udk for the final presentation (but my udk skills are still noobish :poly122:). Anyway, final update I guess. I played with the levels of the spec map, but no significant change haha.
Thank you for the help guys, I'll call this done for now. Have to move on to that fps rifle. Thanks again!!
Right now as it stands it feels pretty flat. Your specular map lacks contrast so that the metal pops and distinguishes it from the paint and rubber tires. I totally agree with Shepeiro. At the moment your tires and metal look like the same material. Darken your grunge spots in your specular and desaturate the paint a bit. Paint like this is usually pretty matte and doesn't give off that much spec or color. Hope this helps.
JasonLavoie : http://boards.polycount.net/showthread.php?t=68125 here you go