Turned out well, but it seems you made some odd choices with your diffuse. Your diffuse should accentuate the details put in the normal map and enhance them. Take all the little sinewy parts... it looks like its all one flat color, but you could really have some fun with it.
Hey guys, here's a quick Marmoset render of the two wall sections put together as they will be in the final product, baked down to their low poly in game meshes. That back wall may yet be redone. There are no diffuse textures in place right now, I'm just using the heightmaps to add some tone variation until i have the…
@musashidan Thanks for the suggestion. If its okay, I have some questions: What of tiling textures? Since it bakes everything to the diffuse with shadows and gi to one map. Does that mean I have to use very high res textures? It would be cool if one can bake out the shadows and GI separately and combine them with diffuse…
nDo2 + Photoshop, 2x 2048x2048 RGBA (diffuse base value - roughness - tiling dirtmap - transparency), 512x512 colour variation overlay, 2x 2048x2048 normal. Additional 1k diffuse & alpha for manufacturer decals. Very heavily driven by the shader in unreal & pure R, G and B vertex colour to separate colours per each hull…
Very nice work Tits =) I know what Joao means... At the moment she seems to lack eyelashes, but I guess it's planned. Also, some eyelashes shadow on the eye diffuse might help to get a more "natural" look. Also the forehead might need some hair shadow in the diffuse also. Keep up the very good work ! ;)
On most shaders all textures share the Diffuse Tiling APART from the Detail Map. You could switch the Normalmap to the Detail Map slot and get a lot more control over it (including Normal strength) and assuming you are tiling the Diffuse more than the "Detail" could put a generic Detail Normal Map into the "real" normal…
You need to decide now whether you're doing PBR hand painted or diffuse only hand painted. Right now, it looks like a mix of both but I look at your metal blade in the second image and it has pre-painted highlights. You can't have any shadow or specular information in the diffuse when you go and light it.
Hiya, I'm not exactly sure I know what you mean by toggle the different textures. It sounds like you want to be able to swap out the diffuse texture with the other 3 different textures. So instead of the color texture, you could have the normal map show up as the diffuse texture for example. Is this what you meant?
Some examples of both cubemap reflection and cubemap diffuse. http://zellersamuel.wordpress.com/2010/03/06/cubemaps/ Diffuse cube lighting is basically a quick hack to get soft ambient-style lighting, but it's very static, you need a new cubemap when your character goes inside for example. UDK now has better more-accurate…
Dashtoronto: that's actually a really cool idea i like the concept but i don't think i'll incorporate that in to this particular piece. I'll definitely keep that in mind! some more work on the diffuse, and minor sculpting. I made a realitme shader for the model and baked the maps. more sculpting to come and diffuse…