Here are some other renders and the maps. Normalmap only: Highpoly version, the body and head were done in Zbrush, the rest in 3dsmax: http://home.planet.nl/~wijng123/highflb.jpg Model with only diffuse texture: http://home.planet.nl/~wijng123/diffonly.jpg Diffuse texture: Normalmap: Specularmap: @Shotgun:Your right about…
"I'm thinking Maya 6 probably has this functionality built in, though" You'd be wishing actually BF :-] It depends what you're using Maya for in a way. At work my setup is different from home, since at work its geared toward in game stuff and various engine related tools. At home I only ever tend to model in SubD-s or…
Hi everyone, I am reading Polycount since a long while, but it’s my very first thread. :) I am struggling to have the lightmaps working properly in the 3DS Max viewport of a low poly environment I am working on. Every object of the scene has a Diffuse texture (UV set Channel 1) and a Lightmap texture (UV set Channel 2).…
Hi so I would like to know what is the best way to texture these walls so it could be used in a game? I have couple "theories" on how it should be made and I would like to know what would be the right or best way. Mind me that I haven't actually done this kinda of texturing before and these are based on all the tutorials…
I've made some models and put them together into a coolant block, from which I want to snag details into a simple cube, using texture baking. Here's the problem though. This coolant is made of parts, some of which are instances. These parts are separate, and it would be quite advantageous to keep them that way. However…
I can't say too much regarding the modeling since it seems to be pretty well done. The texture and UV map however... Your texel ratio must be all over the board. The arcade stick looks huge compared to the siding of the box. I don't know that it would really need to be that large. The same goes for the lock box area. It's…
Nice! I'm liking the color scheme you have going on there, the only crit I'd have is to maybe get some more contrast and material definition in your specular maps. The metal bits are looking kind of flat compared to the rest of the model, it may be a good idea to bump up the spec amounts. Atm, your spec is going from 50%…
Really AO should not be multiplied onto your diffuse/albedo or spec/reflectivity maps if you can avoid it. When you multiply AO on your diffuse and spec, what you're doing is removing light even from direct light sources and reflections, which is just incorrect. Large scale AO should mask ambient diffuse light and nothing…
i think something to look at is the diffuse texture itself: the lighter tones on the wood grain are too close to white, I think. Looking at your reference picture, the main body brown you have in your texture is about as light as it gets. The grain in the reference is all darker but in your texture, it is all lighter. The…
I feel I kind of got lost here as well at one point but I feel that what I had a hard time finding was how each map would be used/applied For example (I may be wrong as still learning myself) The main maps I know Normal Map (interchangeable with Bump) Bump Map (interchangeable with Normal) Opacity Map Ambient Occlusion Map…