okay so i should be done with this normal now that it looks fine? My next step would be to make a cavity map correct? Then my diffuse map? Thanks again for the help the tutorial i was watching on digital tutors kinda just ends after the normal maps bakes D: .
Stunning work, beautiful lighting and in general some great detailing. I love the antler chandelier. The only thing that jumped out at me was the use of a normal map ( or the diffuse/albedo being used for shinniness / roughness ) on the dark worktop surface. I would expect this surface to be smooth. Overall .... WOW !!!!
Just another update, still chugging away at this. AO and Normal bakes from Max, which I've touched up using NDO2 to add some details. Still need to make my Diffuse and Spec. I also have some pipes and additional meshes to add next update.
yer now the base mesh is finished then ill be moving into Zbrush to do the detailing, once the major details have been sculpted in ill use the poly painting tools to work in detail for the diffuse map and then unwrap which ill be working on tomorrow when i get back from uni.
Thanks! (lets never speak of that trigger again) Yep for those lines i used floaters. I'm not a strong hard surface modeler, so i find it much faster. I'm just trying to get a nice bake. The lighting in the render is really diffuse, so i got away with it.
it seems all props screenshots are taken w/o any lighting, pure diffuse ingame, however, there's baked vertex lightmaps on buildings and all props are lit correctly and look more contrast and volumetric whole art direction for RT assets was revolving around the idea of keeping black to minimum
Looks clean and well done. It would be nice to see your textures because it's hard to tell if that's real time shading in the dark areas or if it's baked into the diffuse. The metal bits could also use some more shine, but I'm sure that will all get ironed out in the final. Nice job!
I really like it man. I think you got the proportions pretty well from the concept. Only minor thing is that the gun belt and cartridges don't look very shiny at all. I'd guess darkening the diffuse might help since your spec is already pretty bright there.
Love the expression on his face. Some helpful things for us to know is polycount allowence, make this fish only 1000-triangles ect... texture sizes and pimping the layout of the diffuse would be cool also to get better critic and help on your texuring and unwrap UV-layout. Welcome to polycount!
thanks, I knew somebody would say that about the last shot, I agree with you. at the time, i was mainly concerned with skin diffuse and spec. i didn't pay attention to the teeth^^. not even normal and spec on it. if i get more free time, i might get it finished^^