Hello Polycounters, this is my first thread. I just finished a tile of an environment for a commisioned project. It's my first attempt at creating a tileable next-gen floor. Workflow (tile photo reference - Maya mid-poly - zbrush - maya - texturing)
Here is the textures and the final result, a screengrab from maya (using IcUberShader from Leo Covarrubias) with only normal maps. I am also planning to add a parallax map...
I'd like to have some feedbacks and maybe some advices.
Replies
and your specular map has too much white in it my opinion.. my opinion...
welcome to Polycount. Your texture is looks nice so far but I guess you can achieve a better result by spend some more time to rework the textures. As Duxun says, the normal map is to less and should be much stronger, should be look better if the stones comes much more out. To the specular... You should not only desaturate the diffuse map and change a bit the brightness/contrast. There is more work needed. Try to define the edges, bring up some highlights and darken up the rest... make a small overpaint, maybe it helps you...
This is a fast rework, just a maya screengrab with IcUberShader default settings. Light setting's not so useful to show up the specular details, anyway I think it's better than before.