Awesome cirts man! The spec isn't really showing at all because of it being blown out by the lighting , as i said above that and the cube map will help both bring out the spec and the metal areas so it doesn't look so much like concrete. The top metal sheet is a little to bright and doesent fit with the rest of the model…
I've yet to do the bump and spec map so this is the model with the diffuse map only, and there's some things I'm going to add. But that's just small stuff, this is essentially what it'll look like in the end. There's also some less fortunate placing of seams that I'd like to move =) I'm also going to work more on the boots…
In REFERENCE to: http://www.polycount.com/forum/showthread.php?t=115293 BEFORE: AFTER: I am a senior Video Game Art/Design Student trying to refine a mediocre portfolio before graduation and could use some critique and feedback on this prop for a level that I am making in UDK. (See REF link) I am trying to hit a certain…
So I was fooling around with trying to mimic what stuff like marmoset/dDo previewer does. This is my attempt so far, if someone could maybe have a look at it, see how it could maybe be improved or if I didn't make any silly mistakes (I'm not much of a technical/shader guy, but I want to try to get this to a decent/usable…
still working on a game with friends, and since discovering the love of my life (unity 3d) i've been doing alot of experiments on art style, and just the ins and outs of unity. The whole game wont be wow'ish, as im not a fan of most of the player and monster graphics in the game, i'll probably go for a hand painted look…
Hey there, I'm considering buying my girlfriend a Wacom Bamboo Fun for Christmas as she loves using my Intuos for her illustration work but the amount she will use it doesn't warrant the purchase of an Intuos. I notice the new Bamboo appears to have some quite impressive specs (as Bamboo tablets go) with 1024 levels of…
ya just think of how things effect the material, like dir and grunge would make that area less specular, and mostly likely give it a wider exponent from bare metal, and think of things like the effect someones hand would have on the grip, oil from your skin would be almost impossible to see in the diffuse but would effect…
Yea, I've been looking at a lot of polycounter's texture sheets and watching and rewatching tutorials. I'm picking up on the subtle nature of the diffuse maps and highly contrasted spec for metals. I'm still trying to figure out exactly what kind of photosource should go only in the spec or only in the Gloss. Particularly…
Looks cool! Very unique, but also an extremely viable part for environments. I like it a lot! One thing that really annoys me is how much the wings look like cardboard. I just googled cardboard and found a lot of images that look exactly like those wings. Also, what's up with the maps you're showing? I assume this is PBR,…
The spec maps on all your props are sort of weak, and wind up making everything look very cartoonish, but the proportions don't match the material style, For example, the gun has no reflections or any wear and tear in the spec map and looks like something out of a cartoon. Also your wireframe is really betraying you there,…