Thanks for all the great feedback guys. Kinda turned into a battle of the resolutions there for a sec. I ended up going with the 2048*1024 for now. I don't think it's too big, and I definitely agree w/ you Ghost - aiming for higher specs for a portfolio piece is a great way to "future proof" it, that way I'm not re-doing…
Hey thanks for replying JunkieKong!I think what you are referring to is just the normal maps along with my spec maps. here is a wireframe as well as a normal and spec only render. Do you think i should work more with the spec so it isn't so bright? also, do you know how i can embed these pics onto my replys rather than…
Do you have a special workflow for producing assets quickly? yes, cubemap or even just a hemisphere sky, something with a gradient instead of just a flat color. I never make a 3d scene without it; it fixes areas which clip to black, which is a tell-tale sign of computer games graphics (never happens in Hollywood/TV). With…
hey dude, the biggest thing that you need to improve on when it comes to texturing is to show how the object is built. how parts are put together. are there bolts ? planes that slide in ? super glued ? stuff like that. also how objects are used. right now in ur diff, you only have the most basic information. add stuff like…
the spec map was made in crazy bump. the normal map in zbrush. there is a bit of color variation in the diffuse but it is a little subtle. The spec is a little too intense but the when you put the shader together, you can adjust how much you want, so its good the have the spec (or normal) information there if you need…
Diffuse looks good. Normals are clean but spec map is off. As CrackRockSteady mentioned the rust spots will have very little spec highlights to them, so they should be dark gray or almost black in the spec map. Also the rings around the barrel could use to be a bit more pronounced and the top seems a bit odd. Many oil…
Here is my updates stuff. First off for the mansion level i implemented my normal and spec maps. I am still working on my foliage for the ground. My train level i my normal and spec maps and tweaked some lighting. and lastly my Train level i tweaked textures and normal and spec maps as well. And thanks for taking the time…
@Obscura So you think that the spec is too high? I didn't want to turn it off, because I'm using the spec map to show off where it is baked with a hard crust. It shows fine in the preview, in Max, in Marmoset, etc. I'm just stuck on why the low-poly nature is being shown so easily in UDK. I'll try turning down the spec and…
I did glance through the articles before. been reading around trying to understand it more. but I only skimmed the articles. I'll take a deeper look into it and figure this stuff out. by the looks of the spec/diffuse/ref I'm guessing glos looks more like old spec maps (without color) , ref is your spec (atleast in…
I dont know if I would ever say something shouldn't have a spec map. Light calculations depend on and the sum result of your texture maps. Leaving a blank or black spec map will throw those calculations off creating unnatural light absorption . Every surface reacts to light, even if its unnoticeable. For the spec on that…