That looks HUGELY improved. The wood grain still needs to be knocked back significantly in the spec map, though. Wood rifle stocks are made from hardwoods, are sanded very smooth and then have many layers of finishing lacquers or varnishes on them. WWII era rifles frequently used shellac or boiled linseed oil, but modern…
It depends on the specific shaders in question (I don't have experience with either of those packages) but if the shader already supports vertex colors than it should work right out of the box. If the shader doesn't support vcolors it is relatively simple to include vertex color support. The simplest way is to multiply the…
There is no spec, because the material is not receiving light. The highlight on the glass comes from the cubemap, which gives it a fakey rolloff from the cubemap. The amount of transparency is controlled from the amount of white that you give it in the mask. Right now yours is very transparent. Think of the mask as…
Long story short, when you create maps in a program like Xnormal, only the lowpoly mesh needs UV coordinates. The highpoly model doesn't need UVs, or matching topology / vertices; it's surface only needs to occupy the same general space as the lowpoly model. The baking tool will start a certain distance out from the…
Thanks guys, this is one of those those things too simple to put together once and for all, so every time you start anew and end up losing a lot of time. The materials are meant to be used without FG/GI because they use an AO map calculated at render time overlaid on the standard shader. Lights should be used to create…
About damn time this got spun out into its own post Needless to say, this sets up some pretty big expectations for any future sculpture projects of yours... planned and executed beyond my range of expertise, I'll say that. a minor crit would be that I'd maybe want to see some variation in the skin, glossiness-wise--the…
another way: human base mesh -> 2 or 3 level subdiv sculpt of naked human(keep it fairly simple) sculpt the armor on a seperate layer so you can turn it on and off to check how the volume is working. Dont worry about going into too much detail, this is just meant to be indicative. export that sculpt and recreate the armor…
Looks good... I only have a few things to add... 1. Hard texture transitions between the wall/ground are standard among game environments... but one of the more offputting things I see. Some sort of trim to celebrate the edge at the floor... or something to soften the transition? 2. Same for where door meets wall and…
you really should for love of god only sim one piece of clothing at a time... there are several ways to bake the data, you can save the cache or just hit the create keys button once your happy with one part of the clothing, it bakes all the animation data into the mesh and deletes the cloth modifier, now you can do the…
If the artist is good and the end result is decent then I find that kind of video pretty useful. When you're a beginner then yeah I agree, they are terrible and I too used to watch stuff with horrible audio and 8x speed and be like 'ok so how is this helping me?'. But once you've got basics down then they become a nice…