@sacboi I honestly don't even really know the first thing about baking anything in Blender. For the most part I am just self taught from trial and error and some basic guides to solve specific problems. I have heard of high poly to low poly baking where I assume you model a high poly version and bake the shading and such…
Nearing the finish line on this project, wanted to get some final feedback before I call it done for good. Im nearly done the diffuse then all I have left to do in the Spec map. Looking at Mike Puncekar's drawings of a few Mario characters got me inspired to model the Piranha Plant. His drawings here I've said this…
I'm texturing an armor and I'm having some issues, I'm currently trying to figure out the best workflow of how to do this quickly. Some say you should use the gloss map as a spec and then the specular map serves as the color of the specular light. I found this didn't work very well. Currently I'm using an albedo map for…
Hey, I also have the issue with the normal maps (like b1skit has I guess). what I do basicly is this; I set up my spec and normal maps also with terrainlayerweight nodes, like the tutorial does with the diffuse maps. I give these (layerweight-)nodes the same names as their difuse 'brothers'. I noticed this works fine up to…
put some bloom on that shit. lol jk. looks a lot better than last time i saw it. the jaggies are just form the edges of your models. I never got antialiasing to work in the unreal editor. I even tried over riding the settings through my video card settings and it still didnt work. the spec on the red parts of the door…
@P442: Thanks I'll have some more renders of the garden soon, baking light maps is eating up a lot of time! Dragon maps updated - I normally just include the diffuse to show UV usage but it does look more complete with all of them out there. The dragon uses a combination of the spec and diffuse for it's spec / spec power.…
i didnt read through all that... i like your stuff looks solid. most potential lies in the spec. I think you didn't grasp the concept quite yet. The best tip on this i can give you is this: Think of the spec of a surface seen in glaring light. If you see this this in nature you will see that alot more detail is usually…
Indeed, and unfortunately there can be quite a bit of resistance to this when the person comes to 3d from the perspective of "tinkering with computers is fun". @meltdawn : the more complex a model is the more time it takes to get to the posing stage - yet if it was a traditional sculpture, tackling a character without…
your normals look flat and your spec maps look like they have lighting baked in? id suggest not just using straight up images for your textures. at least for the normals/spec. for the normals you can pull off some pretty convincing shapes by making bevels in photoshop and using nDo to make them look like they are going…
Judging by your UDK shot, it doesn't look like your lighting is as strong as the reference images. I'd try to replicate that, then the material. For the material, maybe it's just me, but I can't see the purpose of a Fresnel for the spec. Polished wood generally has a high specular reflection and a pretty sharp highlight,…