The truth is any number of likely hundreds of different cameras will be suitable for this purpose. If you ask which ones are best, you'll simply get a list for cameras that people have used, more so than a "best of photogrammetry" recommendation. What would be the best camera for your depends on a wide range of factors: 1.…
UE4 doesn't really use spec/gloss. It's meant to use metallic/roughness. The spec doesn't work as you think. https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialNodes/1_3/
Awesome work! Thanks for showing the textures. Are the greenish red spec tiles on the left matcaps from Zbrush? If so, what are you using? Are you using the red and green for spec color?
looking at it again and reading the other posts, the spec could do with more range in the metal bits, and maybe less range in the paint (a plastic based paint has a very consistant spec)
Great style! I'll agree with Spark about the spec though. A lot of the stone has a plasticy shine to it. Dry stone should be very dark in your spec map, nearly black.
yooooo textures done on the skin for this guy gear textures coming later this week! sporting 1024^2 diffuse, spec power, spec color, alpha and normals hope u guys like it! -woog
Thanks for the crits N4meless. Made some adjustments to the couch and wall spec. It's sort of hard to see, but I'll be doing another update later that will show more progress and will better show off the spec values.
Asteric, in that render, no. I just have the spec and level and gloss cranked up a little under spec highlights to make the baked out normals pop against the light set up I've got.
You need more gloss variation i guess, and play with dust and spec, where there is dust spec goes to 0 and creates more interestring contrast.Gloss map is pretty important to nail such things also.