Skin looks quite plastic and shiny in the left image. Are you using a spec map? If you are add some noise to it to break up the overly smooth and shiny look. Also consider adding some green spec colour to the gold or brass cloak pin (again, if you're using a spec map). Diffuse is looking nice, especially around the face :)
As long as you keep your diffuse/color map organized spec normally doesn't take much time at all. It also helps to know what colors+spec go together for specific materials, like brown color + yellow spec for gold, or blue/purple for skin. For tutorials, maybe try the ones PhilipK did: http://www.philipk.net/tutorials.html
Some healthy material studies at some unhealthy hours. lol I wanna try and push for the moisture and dense look without it being too much, right now it is too much but man it's really hard to control without it looking weird, I want PBR! :( I did a pass on all textures, brought them up to a 186 ~ 200 mean, chromes are…
This is a brand new version, rebuilt from scratch. Everything is still WIP. I tried getting a little closer to the concept. Major things left to do are re-add the pipes, fix the glass shader(it's way too plain and unnoticeable), finish water particles, add a water-turbine-thing, and finish lighting. and dat POM…
i got it on PC... i think it unlocks this friday. Can't wait to play this! Just saw this: http://www.pcgamer.com/2012/05/28/max-payne-3-system-requirements-updated-new-pc-screenshots-released/ LOWEST TESTED SPECS* Windows 7/Vista/XP PC (32 or 64 bit) * Intel Dual Core 2.4 GHZ or AMD Dual Core 2.6 GHZ, or better * 2GB…
Cool, although the beveled edge lighting in the diffuse, spec, and gloss maps seems pointless given that you actually are using spec and gloss maps, and that lighting should be able to occur naturally. Also confused about the content of some of those maps (like why the gloss/spec have any color when these are all…
that thing looks crazy one thing that might help though is to make the spec not AS purple as it is, the point of giving a bluish/purple spec is to kind of desaturate the spec of the skin so that it doesnt go orangy, and i think it's just going too far and making it a little too purple. This is minor though, I think the…
i have 18 years under my belt doing art, i especially like doing horror, but open for anything i guess :) i specialise in realism and high detailed artworks. i am very flexible unless it is chibi, i might struggle i take inspirations from the old masters in my painting here are two of my sketches the rest can be found on…
I am working on PBR allegorithmic and I want to export for unity 5. However when I try to do so, only emissive and normal get exported. My specs are colored. anyone got a clue how can I fix it? How would I do it manually if I am using spec/gloss (smoothness)? Do I have to put the spec in the alpha channel of the gloss or…
Having issues getting materials to render properly in Unity, would anyone have any tips? Ive read 1.8 doesn't export properly, but the pixel values in the gloss / spec seem close enough to at least get close to the materials in 3do. Everything is very rough (lacks spec / gloss) in Unity, as if its not receiving reflections…