This update includes an unfinished diffuse map (so far its just the general areas of the body that i've painted in), a spec map coloured with a brighter saturation than the diffuse to give it a metalic feel, again not finished and still needs detailing. I have also sharpened up the normal map a bit, this will need amending…
Texture Seams issues hey, Iv all of a sudden run into some issues with max. For the last week iv been unwrapping and texturing several models for a scene using max 2010. Everything has been going smoothly until today. The issue im having seems to be with the "render to texture" tool. For example, iv unwrapped a simple box;…
One thing to note, at least in my experince when dealing with compression is that Diffuse + alpha = the same amount of texture memory compressed as diffuse, and full color spec compressed. The reason for this is that a standard 24 bit image will take 1/4th the amount of memory compressed, but a 32 bit image with alpha will…
i'll echo EQ's comments about spec levels & not going overboard! Not everything has to be shiny, or at least flawlessly shiny! some tips: - as EQ mentioned, work Diffuse & spec simultaneously. I will sometimes take the diffuse to about 60% completion, then start honing in specular stuff. When i go full on in both however,…
I don't do that much sculpting, so take this with a grain of salt, but I'd do this: 1) Make several base-mesh rocks, and duplicate them until you have your wall spaced out roughly. 2) Add a plane that will act as the mortar/concrete that holds the stones in place 3) Sculpt 4) Export rocks as one mesh, plane as another 5)…
Hey guys. This is a "next gen" model i've made for class and just recently finished. Its Akiyuki from the anime series Bounen no Xamdou or Xamd of Lost memories. Its Akiyuki in his xamd form. Here's a screen of the character. The base mesh was something that took me quite a while since the character is very stylized. Some…
On the few "next gen" type weapons I have created, all of them look fairly decent when in the light which brings out the specular map I created. When not in the light, however, the weapons look very flat, stony, and the materials read entirely different from when it had heavy specular lighting on it. I studied various…
Diffuse = midtones Specular = highlights Normal = shadows that's generally the way I look at it... it's more complicated than that of course, but... yeah. diffuse is the natural color of the surface if everything was evenly lit... most everything should be in the same or similar value as to not compete with the lighting of…
Something I forgot was that if you have a texture slotted in diffuse in Maya, it also sets the diffuse channel to black (which gets written to the mtl file). I don't know Vue, but some other programs I've used have two slots for diffuse: a texture slot and a diffuse tint slot. So it could just be that?