Alright, so I've been doing some on this third workshop. I'm not so pleased with the diffuse though, I need some advice. I know it's rough in some places, but still. I need to improve my texturing skills anyways.. I'm doing this Warhammer Online Concept Art. It's a spear obviously. Lowpoly+normalsmap+diffuse…
On page 2, someone asked how to bake alpha information. I'm trying to figure out if there's a way to bake it into the diffuse layer. I don't know if there's a way to do it. Would I need to do the whole thing of baking the alpha layer separate and merging it with the diffuse texture in photoshop, or is there another way in…
I agree with all the critique above. I'd also say that sphere is an eye sore, especially compared to the one in the concept. Don't paint in high lights and shadows so intensely into the diffuse. Try to match it more like that. A detail diffuse and maybe a normal would help to give it the illusion there's more detail on it…
Small Update I re-textured the door and the hatch. Flats: Door Diffuse and Spec Hatch Diffuse and Spec I tweak the lighting a bit by adding more power to the orange lights. Once again I need your crits in my texturing because as you can see I really suck at it.
Yea, I have the blood on a separate layer, so if baking them down to the diffuse sucks I'll just turn it off and rebake the diffuse and do them in photoshop. I went ahead and knocked back the red a bit on the renders. They got a little blown out because of the way I was compiling in photoshop.
-Edit profile curve with realtime preview -Combine with diffuse bump/emboss for added detail w/slider & preview -Save/load modifier stack -Preview as tessellation/normal map/parallax map with or without diffuse/spec -Batch I'd ask for automatic generation of ao and spec but that is getting a little out of scope.
I understand how that works but I'm not quite sure how it helps in this context? It's not say a flat floor tile nor am I baking normal maps for this, I'm just transferring the fairly complex high poly diffuse to a lower poly diffuse. (it doesn't have normal maps) Thanks again though.
i think you're overdoing the shading on textures. lots of them have very bold dark gradients or dark spots that look a bit unnatural. http://i.imgur.com/SPK5I.jpg scratches seem too bright on diffuse map. in most cases it works better to have them dark on diffuse and bright on specular map.
Make sure that the diffuse is not looking at any alpha channel, and that the opacity map is. Then in the RTT dialogue, make sure to specify that you want to save the diffuse map out as a 32bit tga. Like thus: And, turn padding to 0. Max treats transparent texture areas like seam edges, and pads them into ugliness.
as this car is very monotone and dark i would concentrate on materials... befor you get bogged down in detail in the diffuse map get a bocked in spec and/or gloss map and define the different types of metal you may find you dont need to add too much more to the diffuse