Ok, so for an average game spec, trace over what you have with some basic geometry with something a bit like this. You can certainly go higher if you want to, this is only a quick example.
Keep this thread alive! How about those Witcher 2 rocks! Simply amazing texture work. Nice work Skyway. I like the Unique texture example the best. EDIT: What is vertex AO?
Hey masterchuck, it's all about having a good lighting, with GI or final gather on and then bake all that information into a texture. But as the other said,, it's all about the light management! heres a nice example: [SKETCHFAB]3aa64527d1614998b4812bfefbbc896a[/SKETCHFAB]
Thank you so much for the reply I really appreciate it. so It seems to depend on the model ? Hmm interesting. If there's any example you/or anyone else could provide or more insight I'd greatly appreciate it
This is awesome Satoshi! How do you get geo to conform to underlying geo so well? For example her gauntlet, the star and the little ornate design. Is there any zbrush magic there that can conform geo like that?
And is there a small colour editor in zbrush? For example: If im painting with colour green and change the colour to black and later i want to change the colour to the SAME green, as in the beginning, how can i copy the colour values?
The part that was changed didn't have any bakes to begin with, i just textured everything in substance. The belt in the picture for example stayed 100% the same, but it creates errors when i add the same smart material to it.
It looks cool! Very grungy and dirty, I think perhaps you could have some text on your ATM? This is a quick example i found to show what I mean- Hope that's a little helpful :)
This is not something anyone should use for final texture for an in-game asset, it's just to show UVs and textures at the same time for a clean presentation. :) Here's an awesome example! It's clean, shows the use of UV space, and it's easier to read.
So these are after some changes to the shapes of the armors to better follow the concept art... Gonna polish them up next. Question; any idea why the shadows are... in strips like that ?? (example; at the spike on her helmet.)