Hi! Nice to see progress :+1: Personally would be most interested to see the interior blockout get more refined. I think currently some shapes look a bit too simple/ cartoony and some elements display strong shading gradients. I suppose one challenge will be to find a cohesive shape language/ style tying all the assets…
Eric, Thanks for the vote for legit, I really don't understand why a lot of comments are on my writing, but it appears to be the price for being long winded. Thanks for your input and follow up, the color scheme of warms with diffuse glows for hero header and footer images is a personal choice of pursuing warm earthy…
another follow up question... if I have my lightmap on a separate channel from my diffuse, and simply use a tool, or "flatten mapping/pack uvs" to instantly generate the AO/lightmap, then I cant multiply my lightmap onto my diffuse texture in photoshop. Since you dont usually move all faces by 1 unit and/or share UV space…
Having issues with the saturation of my diffuse maps atm, will post updates asap, trying to work out colours for the diffus atm...thinking purple or green for the vest, instea of the cliche dirty white, and a light denim blue colour for the pants as always, comments and critiques are welcomed and appreciated
Hi Polycount! I have decided to finish this project at last by incorporating photogrammetry for making unique textures of the exterior and interior of the vehicle. https://sketchfab.com/3d-models/gaz-69-new-scan-eb3e915c4f054382b5a1a5aa328b96a4 The diffuse color form the Photoshop gives the texture a very unique look - I…
Well hes done, now for his weapon (not using the one i made already as its tacky as all hell), and shield. Body uses 2 512x maps (difduse, specular) Will really just be one file. Cape uses 2 256x maps (diffuse, alpha) Will really just be one file. And here is a fast rotation with the spec map on it.…
Hey Cody, Unless the Alpha of your mask texture contains the mask, you will see a solid result. There are three approaches to take here: 1. Plug either the Red, Green, or Blue channel from your mask texture into the OpacityMask slot (since each channel in your mask texture contains the same information, you would get the…
yeah if you find that diffuse isnt working as emissive just make an emissive. I personally don't like using emissive for stuff like that as it's a constant strength, I much prefer ramping up the diffuse channel which will vary in strength depending on lightmap. You could derive perhaps a better emissive texture/glow by…
Malcolm, I will certainly pass that on to our engineers and see what they think about it (though I have a feeling it will be in line with Lee’s thoughts). In addition to what Lee says above, I think its important to discuss some concepts a bit further (from my understanding at least). What we typically refer to shadows is…
there's a lot of really odd stuff in the execution here. it looks all of the diffuse-looking details that are on the gloss only. that's great, but they are coming from having an extremely blown out gloss map and no real details or variation on the diffuse or spec maps. your asset needs to look good in all situations, not…