well most of metals are dark..if I were you I would make differences among metals especially on spec and gloss. now the grip, scope and wear looks like plaster....dark diffuse low gloss and higher spec should do the trick on wear. On scope I would personally go for high spec, high gloss, and very dark diffuse.
Building up some low spec art skills would probably be a good idea - the past few years we've seen AAA development start to collapse under it's own weight while developers making faster/cheaper low spec stuff are starting to flourish. The only thing setting off warning bells is that their next game is going to be higher…
Yes quite different, glossyness is the "size" or "falloff" or "sharpness" of the specular highlight, where spec maps control the value. [edit] also spec maps should be 24 bit if your engine can handle it, whereas a glossmap has no need to be more than 8 bit. So you really could just put a gloss map in the spec map's alpha…
GREAT JOB BUD!!! I agree with Raul one the spec, maybe a pintch of wood grain color in the spec where the wood shows. Cause that wood is looking a little to flat and plain, I think if some color was coming off of it from the spec, it would really feel more real. something you might want to try. might or might not work.
try a fresh o.s installation with a format perna , i had about your same issue (example: undo @ 5 secs delay each time) 2 months ago or smt, a fresh install with newer up to date drivers fixed the thing. my hardware spec: amd 955/8gb ddr3/8800 gtx. my best bet at your problem is just a driver issue, prolly the chipset…
Funny that you mention it, because I have found only one spec map in total :poly124: . Spec in this map is usually done via materials and derived from diffuse or normal maps - I guess that's not the most recommended technique, though it can yield good results sometimes. But I do agree that specs need more work. At the…
Wow this is some really amazing work, nice one! I'm not to keen on the gold though. I looked at your spec maps and I noticed you used a bright, colourful diffuse with a virtually colourless spec. I was experimenting with this recently and I found a dark diffuse with a colourful spec can give nice results. Just a thought…
looking pretty cool to me! I especially like the chair. However, on the arm, if there is that much wear and tear on the bot, the paint would be such a new bright color. Try de-saturating the yellow a good bit. I like you spec painting very much as well but try adding some color into your spec. The spec of everything IRL is…
Hey thanks everybody for the feedback, I've been working more on the metal, want to nail the material for the metal before I move onto the plastic. Some great reference really appreciate it guys! :) @Kanoba - Thank you! @Tynew - I absolutely agree with some artistic expression! :poly122: As nervous as that may make me, but…
Everything looks pretty solid except I notice your spec maps need a lot of work. The wood grain spec on the old radio looks as if no attention was given to it. The survival radio is better but i think could still be more contrasty. Also, if you are using a 3 channel map for spec then try adding some colour variation - it…