Cool stuff dude. The other thing to keep in mind while doing spec is not just the spec map, but also the spec power map. You can really punch out your objects with a good spec power map :D I'm really looking forward to seeing what more you come up with ajr2764.
Agree'd on the spec map (original :poly142:). I'd try toning down both the spec and spec power on his hair if you can but not sure how it'd turn out (toning down the spec would be good tho i think). also diggin the topo ^__^ ...and can someone tell me what movie it is :poly122:
I've been unable to really use Quixel Suite since I bought it two plus years ago due to the constant crashing and extremely slow performance. I've spent much of the last two days trying to really get it to work properly. I'd love to know what the setup was in the promo & tutorial videos - what version of Photoshop do you…
Welcome to the Monthly Handpaint Art Jam ! Noobs and Character Artists can have their challenge, so do we! However we've decide on keeping it simple and friendly, and instead of making it a challenge, we're making it an Art Jam. A place where Handpainter can exchange technique, critique and tricks. We welcome any cartoon…
Sorry for all the threads about texturing lately but my google searches couldn't give me the answers I was looking for. I appreciate the help as always :p 1) General Spec Map. Is there a guide or reference for how specular a material should be? I know the metals are more white in your spec map, and cloth tends to be more…
Hi dude, good model..but I think your map need more work, metal texture shouldn't be like that with random scratches all over the map..you should put it in the area with a lot of moving part like where the top part meet the gun body. I don't think your thumb can cause that much scratches around the handle. Btw, the 3rd map…
for shiny metals usually a darker diffuse and brighter spec works a LOT better than a brighter diffuse and bright spec. get some unique detail into the spec! your refs have some cool details in the texture that could be applied to the spec only, and would help your texture really come alive when in motion.
there's a lot of really odd stuff in the execution here. it looks all of the diffuse-looking details that are on the gloss only. that's great, but they are coming from having an extremely blown out gloss map and no real details or variation on the diffuse or spec maps. your asset needs to look good in all situations, not…
i personally wouldn't tighten the gloss all that much. metal doesn't have all that tight of a spec, imo. i'd keep it around that setting and make the spec do all the work by adding contrast to the texture but leaving it dark enough to punch edges with high specs. it may help to crank the spec multiplier in the unreal…
Thanks for all the feedback guys! Ged: Thanks for the advice. I was just using one of the default cubemaps in UDK. I switched to a sky one, but it didn't look right, so I eventually switched back to the one that was on there to begin with. Any idea what a cubemap for a studio setup should look like? ParoXum: Hey thanks for…