Here are some other renders and the maps. Normalmap only: Highpoly version, the body and head were done in Zbrush, the rest in 3dsmax: http://home.planet.nl/~wijng123/highflb.jpg Model with only diffuse texture: http://home.planet.nl/~wijng123/diffonly.jpg Diffuse texture: Normalmap: Specularmap: @Shotgun:Your right about…
As to cluttering my thread, it doesnt really matter im not really getting any praises or crits so im not sure if i made quality props or not TBH. As to importing your models into tf2 man, yes its a pain in the ASS! This is how i do it. 1) create model texture export as a .smd for two files, one called yourmodel_ref.smd…
"I'm thinking Maya 6 probably has this functionality built in, though" You'd be wishing actually BF :-] It depends what you're using Maya for in a way. At work my setup is different from home, since at work its geared toward in game stuff and various engine related tools. At home I only ever tend to model in SubD-s or…
Hi everyone, I am reading Polycount since a long while, but it’s my very first thread. :) I am struggling to have the lightmaps working properly in the 3DS Max viewport of a low poly environment I am working on. Every object of the scene has a Diffuse texture (UV set Channel 1) and a Lightmap texture (UV set Channel 2).…
Hi so I would like to know what is the best way to texture these walls so it could be used in a game? I have couple "theories" on how it should be made and I would like to know what would be the right or best way. Mind me that I haven't actually done this kinda of texturing before and these are based on all the tutorials…
I've made some models and put them together into a coolant block, from which I want to snag details into a simple cube, using texture baking. Here's the problem though. This coolant is made of parts, some of which are instances. These parts are separate, and it would be quite advantageous to keep them that way. However…
That's intersting, thank you for the clarification. I would like to use a pbr workflow, right now i have some experience with Substance designer but not much with substance painter. i like the idea of using as many trims as possible, as i said i'm more intersted in environment stuff like houses, walls, terrain ecc... I…
you could have separate mapping to fake wheel rotation by transforming/rotating the uv's on the diffuse and normal then you can have the "static" AO map (on different map channel) on the wheels without the obvious ambient shading going around and around.
From a glance. I would say a lot of it would most likely be done via baking from the high-poly source that was hand stylized in sculpt. Most of the texturing like this is done with solid fill layering and procedural masking, in combination with gradient diffuse textures. Which most of the color blending comes from…
Another update, liking the cleaner style. One thing I noticed that with cycles it seems harder to get a nice specular, Vray seesm to make a nicer more colorful midtone. Cycles BSDF seems to lack the amount of controls , like diffuse amount, diffuse roughness etc