nice stuff! Some of your weapons could use a little lovin on the spec maps.. they look very flat matte at the moment! Its really amazing what a decent spec map will do to sell metal textures :) also love the use of that slider ;)
Update! Heres the first spec pass. For some reason Marmoset wont output the alpha for the hair in screens, Ill have to work on that later. Ive got the spec and diffuse updated a little to give it a bit more life. Any crits are welcome, thanks
[ QUOTE ] specular is a reflection, so spec map drives reflection... [/ QUOTE ] But a lot of surfaces (like some metals, and glossy wooden surfaces) are going to be a lot easier to make look realistic in a game engine if you have seperate env/spec masks.
but how big can those textures be? 6 1024X1024 ? you most likely will need 3 seperate textures. one for color one for spec and one for normal. Also your spec can be like 1/4 the size of your color map.
That picture made me happy. Nice work sir, the only real issues I have are spec related ones... but you don't have a spec map yet... so I'll be quiet for now haha. Keep up the good work! :D
Odium: Sigh, how many false specs are floating around for this game? Every time people mention it theirs a new set of numbers. I've personally seen the texture sheets for Marcus, and it's 1x2048 diffuse, 1x2048 spec, 1x2048 normal, and 1x512 for the hair.
Very cool textures. As for what Fuse said, I actually have to disagree. I think the red spec is working really nicely with the purple diffuse; it gives a nice car paint effect, which it would kind of lose with a blue or green spec.
Thanks for the tips and ideas. I'll look into some GI tutorials some more. Rendering and lighting is a huge blackhole at my school, and I've not once ever been shown how to adjust or alter anything in the rendering or lighting in 3ds Max. I know it's not really an excuse - most of what I have learned has been on my own -…
It looking pretty cool so far. Ideas / thoughts: - Skylight is killing your materials quite a bit. Spec looks non-existent, normals don't pop, etc. Kill the skylight, use your dominant directional and lightmass for GI. Fog doesnt help here either. Fog tends to flatten out elements. Use the start distance, color (more…
brushes are kewl, it seems easier for items like this to just use photos and manip them a bit (which im sure your doing) but the brushes are giving it a painted look a bit, kinda soft and fuzzy or hazy in places. for the normal, ummm im not sure what your work flow is for this. I usually do a highpoly in max then a low. i…