Ok, so here is the finished game model of the sword. The lowpoly model was made in Max in the highpoly done in zbrush. I used a normal map, specular map and vertex colors from polypainting for the diffuse, if anyone has any critiques, you are more than welcome to post any:-)
This is so bad ass, I love that you chose hogger :D I feel like I need to see some specular, especially in the metals. Maybe you could just fake it into the diffuse a little more if you're not working with a specular map. Nice work man :D
hair will be changed fast mag will be in upright position later viewed in Maya ligh Need to work more on lighting... And for the record,this texture I made is not the final one to get into the game. There`s one of my team mates working on the final multi cam version of his diffuse texture.
Yeah, it's actually pretty cool here is another tutorial about it, and how to use multiple matcaps and masking to get fast SSS type effects and stuff and how to make it out into a diffuse texture. http://cgcookie.com/blender/2012/01/09/combining-and-creating-glsl-matcap-materials/
Just pointing this out: looks like your normal map didn't have the rays cast far enough as it's missing the tops of some of your rocks But like Sprunghunt said, make the sand black and the rocks white and render a diffuse and its all set to go. Instant mask!
k, i kept on working more on the stuff :) Here is Diffuse texture at its current state. Still lacking grids on rear plate above the engine. And i steel need to add some stuff here and there. Currently displayed only fullbright with vertex colors: and a closeup shot of the front:
thank you I'm trying to do as much as I can right now. texturing will take a lot of time for me later. Made uv and baked some maps, here you can see ao diffuse only, no lighting. there are some baking errors, but it will be easily fixed later.
Hey Cglewis, Thanks for bringing that to my attention. I've adjusted the materials. Hopefully it is reading more like glass now? I've also made the signature larger on the Bottle. The textures are 1024x1024. I'm using a separate texture for the label around the bottle and it's about 1024x512, but it's just a diffuse…
^ Probably retopo, AO/shadowing for diffuse hand painted texture loving, but that is only my best guess. Love your newest pieces man, much props to the concept artist though, did you by chance speak with him? & if so did he help you with your coloring?
These were done in a Texture and Lighting Class. We had to both light and texture these. The Lighthouse scene was taken from one of Jeremy Brin's Lighting Challenges over at CGtalk. The Character model is the standard Unreal Tournament model which we had to Texture with DIffuse, Bump and Spec Maps.