Hey Kharn, this is really coming along well, the sculpting work on your wood bridge has a great feel. I think the move to a red painted look was wise, I would juice up the spec and then tightened the spec power to really make it read like a lacquered surface because they definitely don't spare the paint on those things :-)…
Yep, we keep all textures in one folder for a given UE3 package. Files have simple name conventions like AcidSpill_D (diffuse) AcidSpill_N (normal) AcidSpill_S (spec) AcidSpill_R (reflection mask) AcidSpill_RGB (for channel useage, ie; red=spec green=reflective mask blue=gloss) Over-organizing can slow things down. Keep it…
That is a good decision with the metal. Maybe you should start thinking of making a spec map soon. That being said, you could probably make your diffuse metal darker and have the spec map metal be a lot lighter to make that material pop. Also, it would be easier to see your work if you changed your render bg from black to…
Love the sword. The textures have nicely crisp painted style to them. If that's leather wrapping I'd suggest changing the spec for the wrapping to a low saturation blue, as things that have same color diffuse and spec tend to end up with more of a metallic sheen. That is a sweet looking rifle design! I love the carvings,…
I have about seven hours left thanks to the deadline being pushed back a bit. I'm going to redo the ground texture because of how low res it is, going to add in some decals and particle effects, and play with a post process volume. In this update I added normal/spec maps. Well... the specs were generated in Ut3... so…
So far vista runs amazingly well on my machine. Here are my pc specs: Intel Core2duo E6550 @ 2.33ghz 2gb ram Nvidia 8800gt 512mb With vista it's important to have a fairly good machine. I have a laptop with similar specs as above only it's running on a go6150 graphic card and vista doesn't run that well on it (with aero…
As far as your spec map goes, maybe try bumping up the highlights around the edges so it stands out a bit more, it's kinda hard to read atm. Also maybe adding in some lights to your scene. That will make your normal and spec map stand out more. Looking good tho man keep up the good work.
This character is based on a concept by James Hawkins. The character comes in at 8094 polys with a 2048x2048 color, spec and normal. The texturing is still unfinished, I would say I am a little over halfway done with it. It needs a lot of tweaking in the spec and color in areas for it to read more like I would like it to.…
Here's a handpainted low poly treasure chest i created :) any feedback/critiques is welcome! the more the merrier as i'll be able to avoid making mistakes/habits in my future pieces! Thanks! [update] a friend of mine pointed out that i have both a bump and a normal and i should remove one but i realized i put bump on top…
So I have only really just started to try and make normal and spec maps properly and have read through the polycount wiki page for normal maps and tried taking that into consideration. This is for a uni assignment and my tutor wants to see that I can really understand normal and spec maps, but I did put a displacement and…