I see quite a few repeating elements in the curls, how about putting baking one and mapping it to a few planes (cut down to size a little bit so as to reduce overlapping)? You'll still need to use a normalmap (your atlas is diffuse only, then?), but you'll be able to keep it much smaller.
looks like youve just started the diffuse texturing and a lot of the scratches are in odd patterns and not in places that would actually get scratched and probably too big and thick. keep refering back to that reference, youve got a way to go still, really define the materials properly with roughness and metal and it will…
Lightmaps are great inside the modelling package aswell if you want to showcase your models in the viewport for whatever reason. I dont know how to do it in max but in maya you need to create a layered texture and link one UV set to the diffuse of the object and one UV set to the lightmap of the scene.
use a different colour backdrop then your diffuse. You want to make it pop out not blend in :) and ease up on the DOF/blur effects I like the idea of the map, but maybe make it one of a city/town it's too small to be useful to the rider unless it's more a trophy thing then nvm it's good haha
These images are of the panda with a simple diffuse texture, i still need to generate some kind of normal and specular maps so Zbrush will be used to help generate normals. This one has the panda with a Chinese paddy hat, this will be a changeable part within unreal, the other will most likely just be a trouser colour…
Thanks guys. I found the solution. There was a parameter I never heard of. It's BLUR. It is under diffuse-->map. By default it is set to 1. Just drop it to 0,1. It's common parameter, anyway, not related to just vray. I think that overall it works against anisotropy, but I can't understand why it is set that way.
SimonT: Thanks mate :) Ged: Good point. I was originally planning to simply paint it into diffuse but went back and sculpted some additional details. Will post the finished model tomorrow. I'm happy to hear you like my recent progress. Jungsik: Thanks! Glad to hear you like them.
LOOK AT THE UGLYNESS Yay for addressing 10 things at once, blocking out the diffuse, then fixing the UV's a bit, then baking the normal again and fixing the uv's more! My tablet is broken so I'll be trying to take advantage of layers, using masks, and different bakes. I jump around too much.
They can treat the entire enviroment as it were all painted - bake or manually add not just diffuse color but shadows and lighting and whatever, as all the UV layouts for it are unique (speculars are probably dynamic though). Seems they have some character variation system going on as well, different pieces of clothing and…
yeah that rocks!your progress is awesome what renderer do you use? sun light should not have soft shadows a little blue ambi light from the sky and a little more diffuse bounces and your lighting should be done :) beside the fire light the foliage looks good too!