I noticed something that bugs me in the spec map. Specifically for the stickers. It seems like you just make the texture black and white. That wouldnt really reflect like that in real life. It would be, either a solid color or just dirt/scratches on top of that solid color. Right now it looks like it would be a weird spec.
Thanks Grubber :poly121: A little more work done: * Yellowed up the brass a bit more * Painted out a lot of that scratchy photo overlay and added in some gunk * Made the edges SHHHHHHHHHHHHHHHHHHHHHAAAAAAAAAAAAAAAAAAAAARPERRRRRRRRRRRR OH YEAH * Lotsa spec work. A little bit of noise overlayed on the metal spec * Just a bit…
December 29 Metal plates Caster progress. Using Toolbag2 seriously for the first time so it's a bit tricky for me to get the texture maps perfect. Albedo, tangent normals, occlusion, cavity, spec, gloss. Next up is adding wear and tear and adjusting the spec/gloss accordingly. Using nDo2 for additional micro detail.
Hey guys, thought I'd share this for anyone who wants it :) The matcaps are for Zbrush 4r4. Hazardous_Skin Hazardous_Skin_flatspec I like the flatspec when I'm painting, and add the spec on at the end. In Hazardous_Skin I've tweaked the spec to pop harder on lighter values in your polypaint, so any areas that are dark will…
I would spend longer on the spec map as right now it seems like clouds filter over everything, I would add some finger prints, scratches etc very subtly in the spec. I also think the lighting on the model fro the presentation is too flat, it needs a dark side or something to give contrast.
Here he is with some proper maps on him. Spec/color/diffuse/normal. trying to decide how im gonan get the iridescent look. mop suggested a desaturated diffuse then heavy handed spec. we will see. Waiting for my friend to finish up the shader he was going to throw together for me to work on this in max
Excellent work Rota. However I agree with most of the crits given. It seems you have a lot of darker colors in the orc's skin. Personally I miss a bit more spec highlights on places like hands and biceps. Other than that great job EDIT: Sectaurs beat me to it. Yeah spec map is a good solution.
Holy crap dude! Is this the same zelenkov? High poly looks clean. for the stuff we doing for class. You will have to detach the pieces and use a combination of a really high spec on ur on your material as well as painting in values in your spec map to control the highligths and such. So that you can use different materials…
Leasing is the way to go for poor freelancers! I did it with my Cintiq. The specs are my dream specs though (except the chubby pen - looks like a veterinary syringe). This would work great for life drawing or outdoor painting/ sculpting. Fingers crossed, Yaynova or Monoprice or some other price busting brand can offer…
Here is another update. I was out of town all weekend, so I didn't get to finish this up completely. I am not real happy with how the spec map is behaving. I can't tell if it is the map or just the lighting with the Xoliul shader. Either way, I haven't gotten the spec map where I want it yet.