I'm starting to work on a new prop from high poly to importing into UDK, my goal this time to get a decent looking normal map baked. So far I've finished the high poly and would appreciate crits and advice. Thanks :]
It looks like a solid start mate but I don't know why you are doing a highpoly, you can use NDO for the bolts in a kitbash style and do basic bevels on all the polycubes instead of a turbosmooth with control loops (forgive me if im wrong, it looks like it judging from the edges)
The spoon should be smaller compare with the ref. And this thing behind the spoon should be a rope, make it real. There are some details you have missed from the ref.
I've made some updates! Thank you for the advice of trying to make it real, I made an attempt to really go back and put in some details from the ref to make it more believable. (the reason for the high poly is, well, I need practice baking The new images are from UDK.
The one question I have is about specular maps, I never seem to know what values work best for each kind of material. Is there usually a standard that most people stick to, for say wood and metal?
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The one question I have is about specular maps, I never seem to know what values work best for each kind of material. Is there usually a standard that most people stick to, for say wood and metal?