I usually use a power on the diffuse texture for the specular "color." Some people advocate complementary colors. (basically inverting the a high contrast version of the diffuse which can be done with a power and a 1- node in the editor) I don't particularly care for that yet probably because I haven't found the right…
Fox Engine Office Remake: While the Fox Engine is very impressive, especially the E3 2013 Trailer, I felt that the Office demonstration was doable in CryEngine 3. To prove it, I present you Fox Engine Office Remake. All assets have a proxy model and the level is in real scale. Many assets have POM to further enhance their…
Hey David, Sure thing dude! My general workflow as far as modeling and texturing goes is- - Create Highpoly model in Zbrush (for models with organic elements like the rocks) or Maya (for hard surface stuff like the temple) - Retopologize in Topogun (organic) or create lowpoly in Maya (hard surface) - Unwrap lowpoly in Maya…
Hey Kensey! I might be able to shed some light on the problem (funny joke, right?). You are always going to get light map seams on objects where the UV shells are mapped diagonally. You have to make sure your Lightmap seams fall between pixels to ensure a perfect seamless light bake. This means your UV shells are going to…
Super cool 2d stuff in here. Those metal gear style scary killbots at the top are baller, i'd love to see one in 3d. Crits:I feel like the g3's spec is extremely weak. It basically looks like you got caught up on detailing the specular and completely forgot to just make it look like metal and then work from there. Judging…
Thanks guys, didn't expect to get that much encouraging feedback right away :) I appreciate that! d1ver - lol, u got me on that ;) I agree with your point that vids may take ppl more time that looking at images. Well, at least i can practice capturing/recording some stuff since I need some practice for a tut which i wanted…
Coloured spec is fairly straightforward for the most part. If you want an unsaturated highlight that tends towards white, your spec colour should be the opposite colour from the diffuse. That's why people often use a blueish/purple as their spec for flesh tones. Invert a flesh colour in Photoshop, and you'll get a…
I would do something like this. http://dl.dropbox.com/u/1306131/StonesBaseMesh.obj Yep you're right separate pieces but combined to the same object, not necessarily conjoined. They don't really need to be combined to the same object depending on the sculpting app you might want them all as separate objects but share the…
@ MisterSande Hey! haha, what a coincidence you found me here ;) Do you have a portfolio? Callesw What I did was, I made the terrain first in World Machine then imported it in UDK. (Choco from PC, if I recall his name correctly, has some great explanation on Youtube how to import your heightmap properly). After the…
I remade the height map based off the diffuse. I took the diffuse, and did a hi pass in photoshop until it looked even. It sort of reminded me of a blue channel of a normal map. Then I faded that those to luminosity. Ran levels to get the contrast I wanted. Then I went in and made all the greys more less even to what I…