Thanks for the tip Cholden! I gave decals a try for the first time today! I like it! Is there a way to use spec on decals? It doesn't seem to work on my decal material. I will work on getting a nice volumetric godray in there to avoid using lightshafts for the sunlight. I feel I don't have much control over the bloom. I…
Hmm, ok, couple more questions... 1) Just say I was doing a lightmap for the purpose of the engine, does my original theory still make sense that it's ok to overlap/flip uv's? 2) So just for portfolio reasons I want to have some sort of detail map. So for (a made up) example, I have 4 wheels. I had a small texture budget…
Looking good NAIMA. I think your range of greens is slightly too narrow, try introducing some more yellow into the palm leaves and maybe desaturate them just a tiny bit. A dead palm branch or two on the ground as well as a few still hanging from the trees themselves might help. Fallen coconuts, driftwood, and bits of…
Maybe more panel-cuts? Aircraft usually has lots of em I agree. It is unreal to only use designer for the job as it is completely procedural with very limited manual input. You can get the base material and many realistic wearing, aging effect, sure. But it doesn't allow you to have subsequent details. Like you can add in…
My guess is that subdiv modelling is just a niche . For example I never had to rely on subdiv modelling through my whole experience in gamedev . Because extra shading issues it often creates and redundant geometry to workaround them. For Architect modelling it would rather be corners decals than subdivs imo.
Thanks for the feedback! Yeah, I was thinking about adding some foliage to the walls to reduce the repetition, and decals / macro textures will help a lot too, didn't know about them before. In regards to the contrast, you think that could be fixed in post process? And which ones exactly have too much of it?
Gonna have to agree. Fortunately, there is no shortage of reference for breasts on the internet. :poly121: The only other thing I would suggest is the body paint across her collarbone looks a little 'decal-ish'. It doesn't look quite as paintlike as I think you were shooting for, to match the line across the eyes.
omg, thanks Bek ! Nice link, just made my day ! Will reread it 3/4 times when I will be working on the spec, but lots of cool infos about materials and how spec work. awesome :D ! For the bow, it will have some decals, I left some space on the diffuse for it ;) :p
Look up "UV Sets" in the help. You basically make a new "UV set" for every section you want on a different map (also useful if you're doing layered textures, decals and such). You can select which UV Set you're working on from the UV Texture Editor window.
Update! I've been working hard on the 2nd texture pass and got a very helpful lighting paint over from a lighting artist which really helped me out. I now need to add decals to some of the walls and floor areas so it's not so clean and get some cables in there :)