So yea this is what I mean by dated. First lets talk about materials and texturing. Here is Doom 3 Geometry and resolution differences aside notice the constant gloss value across everything, and the low detailed spec map. Also notice how the metal is not reflecting anything in the scene. Here are a few assets from your…
Generally the "must have X shipped titles" requirement on jobs postings is just to scare off the noobs. If you have awesome art, you don't really NEED that experience, but it helps. Its all about showing relevant skills though, as is the case with any resume in and job field, experience on lower spec games will make you…
Heh I didn't read all of your post before doing a quick painting. Oh well this might not be what you are looking for I thought you were asking how to do it as a hand painted texture. I didn't realize you had a normal and spec. To truly pull off Obsidian, you have put a lot of love in the spec map and be more subtle in the…
Specular map looks almost worthless. Why is it all black and white, and why doesn't it have any details in it? All of that wear in your metal could be defined in it, with a much flatter/cleaner diffuse, and not only would you not be wasting your spec map, it'd look a whole lot more convincing. Even if you're planning for…
sorry i should have been clearere. i NEVER use quads.. its 600 tris.. also for some reason its very dark right now.ill lighten it up a bit. i have a specular colour map on it and thats it.. i was toying with what other spec mapping to use. i wasnt sure if i thaught i could get away with using the spec colour to do all the…
I really dig this. At first, when I took a look at your diffuse map, I was really confused. To me, your diffuse map comes off as being almost a concrete texture. Then, in your FPS views, you have the really nice metal look. I'd imagine that's all in your spec map. I'm still trying to wrap my head around creating spec maps?…
Not really sure about your normal map problem, but your phong fresnel ranges are kinda set weird, that .1 means any facing surface will show less intense phong spec which creates sort of a falloff effect i think, and your gloss is set to 1 (phong exponent) which might not be what you want, might as well use your gloss map…
This thread is now some kind of meta thread for my work. I use this spot now to give a summary of what's in this thread. and maybe one day model for arma 2/3 custom model for gta4 2x custom model for Fallout3 ######################################################################### ORIGINAL FIRST POST ok now I create a…
Recently League Of Legends came out with a new skin: Dawnbringer riven skin, I really like the design so I decided to make a model of her sword. I also wanted to mess around and make a different texture. I still have to tweak the maps, hand paint details on 3d coat, clean the seems and adjust spec gloss created model in…
Cool mcgool! The magic of metal comes from the reflections - the spec map and so forth is where its at. You will have a deeper sense of satisfaction once thats in place. A few things I can suggest at this stage. Use a Darker grey in the metal, then get the brightness in the spec - one trick they use in Unreal 3 was pump…