Make the high poly Retopo it so it becomes a low poly model which fits the requirement, Unwrap low poly Bake the maps Create textures/masks from the map Test and repeat until you think you are finished
The composite shader is kind of crappy, the composite MAP is quite good, so use a standard material and in the diffuse slot put a composite map then load in your textures and masks and set your blending modes (normal, multiply, overlay ect).
Think about it like this. A world completely stripped of light. Everything is black. Whatever you paint on the emissive texture is the only thing that you will see. Basically emissive is like a mask. Black will not show up anytyhing birghter than black will.
I'm sure you could use the texture pain tool, but o think you're best off using vertex color as a mask instead of a spalt map. this would require a cgfx or hlsl shader in Maya but is a much better solution.
the first thing that sticks out to me is that you've got a few cuts through the center of the mask that dont add to the shape.. i think that with some optimization you can model in the 4 large dents and still get the same polycount
Well she's still a WIP. She's missing the harness, the gloves, the belt pouches the shield, the face mask, the straps on her arms etc but yeah i'll have a look at possibly putting a pouch or something with a small knife on her arm.
WIP Base I'm working on for the Petrol/Blood challenge, working with a pal from work; will start a thread soon! Critique would be greatly appreciated; this challenge is a big learning curve for me! (Masked areas are areas I need to work on)
just roughing in my colors and layout, wanting to post now early on to maybe moivate me to finish kinda cheated,, detached hte horn and capped the holes under them so i could make the alpha antenne for the mask
I usually slap on a level adjust - set it to something suitable over bright and paint into the layer mask like scooby mentioned. It does sound like an interesting idea Ruz so I'll have to give you idea a try.
On that axe thing, what is the map in the upper right? I see diffuse, spec and normal, but I'm not sure what the upper right one is. Is that some sort of colored reflection mask or something? Excellent work, by the way. Beautiful material work.