Yer I agree, alot of the props are probably baked into the low polygon mesh. As an example you can see in the top untexture image you provided the toes are all separate. In the bottom textured images the toes are baked into the normal map instead of being done with polygons. I imagine other bits for example the chest piece…
I would try and not do the concept exactly as it is, well, as it us, but make it less blobby. For example you could try to give actual shapes and purpose to the shapes. I can't really think of a good way to explain this without modeling it myself. The best example I can think of is this: You can try and make it look…
nice! looking very promising! : ) Lots of really interesting shapes in here, but it feels a bit cluttered and uniform. I think you would benefit from cleaning up some areas visually, like the walls for example, and having a bit more variation in the lighting so its not so uniform. Centering the light around the middle…
Reflective textures are done inside the game-engine, Quake3 uses sprecial shaders for that for example. You can't do that in Wings3d (ok you can specify a reflective material for an external renderer, that that is not what you probably want) or Milkshape, and the stuff you can to in 3dsmax for example would not work in…
Ok I am pretty bad at painting texture but here is a old example I did (that I really don't like now but w/e) This may not be the best example but you need to define your materials a little better and normally when hand painting the light I tend to paint the highlights by hand and don't rely on a ao map.
Here's an example that I built real quick. If you look closely, you can tell that it's just made up flattened helix that are iterated horizontally. You only need to create and adjust two base helix, and after that its just copy and paste. This example was made using simple paths, and a Bezier circle as the base for the…
Maybe something here? https://www.scriptspot.com/3ds-max/scripts/tags/material?page=0 For example, maybe this one (haven't tried it, but maybe helps speed up the merging process) https://www.scriptspot.com/3ds-max/scripts/content-browser
This is a super simple example in Maya and UE. The base mesh is modeled as is, UVs are exactly the same and laid out in the first channel for both cubes. The material in UE is setup to apply specific elements to only one of the vertex colors (very rudimentary example). Viewing and assigning vertex colors differs amongst…
Ok i think i got this. I simply lowered the noise threshold from 0.1 to 0.001 (maybe an overkill). Here is the result. Still weird though. As i said i used this same light for other similar scenes and nothing like this has ever happened. Here is a previous example. Thank you again for you time