Fun stuff man! Good model and bake, but there is something about the simplicity of materials in the "bake" shot that i just find more appealing than the final shot. One thing i would suggest for your textures overall is to cut down on some of the more noise/overlay type stuff in the texture, and focus on a few areas of…
for the specular in your tiles, id get rid of those really dark areas in the top right/bottom left. there isnt anything really there in the diffuse that warrants it being dark. one thing you could do that would be a bit interesting is grab a few random selections of tiles and change the value of the underlying base color.…
For Cycles, you should use a specular map and a roughness map. To get the flats you need, you can use this calibration script I've put together for my own work: https://www.dropbox.com/s/khuwoqc6zxqqtm7/Cycles.jsx?dl=0 Set up your material like this for best results. This does energy conservation on the diffuse and…
Thanks for the feedback:) It is in sort of demo or beta phase and still need to improve in the next version.Therefore I haven't elaborated the usage of shaders thoughfully.Sorry for the confusion. This shader can run in 3dsmax9/2008/2009.I personly suggest to use it in 3dsmax9 for AA and AF support to get better effect.I…
This is what I tell someone. "I blocked out a the model with cubes and cylinders. I then modeled a sub-div version. (sub-div basically means it still retains it shape when you add divisions, and its essential to control the divisions by having a strong understanding of edge flow and topology) Sculpted that in zbrush. (A…
Revel - thanks for the welcome and suggestions. No Spec on it yet - this is just the first pass of the diffuse so quite a bit to do still :D Your absolutely right about more polies on the handgrips - been worrying me for a while now but Ive been texturing mostly and it keeps slipping my mind - keep reminding me please. The…
I am working again a little bit on TexTools and am rewrapping at the moment the baking scripts into a more convenient panel: This lets you either store the result to the clipboard, use as material, save it to the disc or simply display it using the frame buffer in max. Its certainly quicker to setup some materials as a…
Thanks for sticking along, but feel free to take your time as well. It has improved between the chair and the table. You simply could have used a different texture resolution for the chair, but having two different chairs on one sheet is actually a good idea. It's hard to tell in case of the table itself because of the…
Sorry for late post, servers for my e-mail were down and I couldn't remember my Polycount details. :) @L3XICON - Thanks for the feedback! Yeah, I noticed that with my original stone texture so I decided to redo it to reduce the gaps (picture below). Thanks for pointing out the issue with the pillars, I need to play around…
Hey, thanks for the suggestion. I ended up creating a 512 tileable diffuse, spec/gloss, and detail normal. The diffuse is almost pure white with a little bit of AO. I just made new materials for each color and used the same texture with variation in the DiffuseColor parameter. I tried Vertex Colors before, but it didn't…