Hello, im focused on learning modeling and hand painted texturing, this was done in blender, a couple shots were rendered in marmoset. If anyone has a critique to share or any ideas on how to push this further, that would be awesome :) Diffuse only texture (1024px), unlit material. Basic rigging with mixamo.com
My new project :) First time doing a dude. Goal: Stylized Character with AO, Normal, Diffuse AND Spec texture maps. 1x2048 size. Poly Budget: Less than 10k Reference Images WIP THANK YOU FOR WATCHING !! ALL C&C ARE APPRECIATED !!
The Dwarven Statue model is live on the Unity Asset Store! https://www.assetstore.unity3d.com/en/#!/content/24982 - Low poly - Mobile ready - Includes 2 texture variations - Diffuse, Specular, Normal and Gloss maps are included Perfect for your dungeon and fantasy game! More content will be up soon! SigottDigitalArt Team
Idk it feels like there arent any self reflections but in some places i can clearly see the model being reflected correctly. Maybe it has to do with the way toolbag does SSR. Is GI enabled both diffuse and specular?
It's not a massive leap to derive diffuse/specular/roughness values etc. - I saw an ML paper a couple of years ago that was able to derive pbr valid materials from photos etc. so it's just a case of refocusing that effort. I think this sort of thing is going to hit outsource providers and those working on shovelware first…
I was talking about the normal maps for the detail, not so much the diffuse. Also they do not just take a single photo and slap it on a model for a finished texture. There are usually a bunch of different texture pictures combined and tweaked in photoshop in various ways.
Are you talking about the white pixels showing up on the skin surrounding the anklet? I'm new to UDK but I'd imagine its MIPing your diffuse and 2px on a 2048^2 is not going to fix that, you'd want a much thicker bleed.
Here's something more recent. This was my first attempt at normal mapping. I think it came out alright. Definitely learned a lot from working on it. Final tri count was 2,570 with 1024 - Diffuse and 512 - Spec, Norm & Gloss.
Yeah I agree, I get the sense that the polished areas should of been masked before you sculpted the cloth like folds. Maybe the diffuse can bring out the material difference but it's looking a bit confusing from the sculpt.
Here's my latest. Retopo and bakes just took a bit longer than I would have hoped. O well. My next post will be when I'm finished painting my diffuse and spec maps. Thanks for looking!