The thing about metal is that the diffuse of most metals is in actuality incredibly dark -- almost black. It is the spec that gives metals most of what we perceive as their local color. Gold and brass have an extremely dark brownish-gray diffuse and a bright yellowish spec. I would try pushing the broad areas of the…
The way i'd approach this is to have a shader that takes two diffuse inputs, one for your regular texture then another for your flowing bits. Then via scripting you can scroll the uv's on the second texture at a set speed. The shader would have to include alpha transparency for the secondary "effect" texture input, that…
This looks beautiful @elementrix! :) You could use the Custom lighting node in UDK's material editor. Everything plugged into the 'Custom Lighting' channel refers to how the object is shaded in the light. Everything plugged into the 'Custom Lighting Diffuse' channel dictates how the material looks in shadow. Usually, this…
Anything that I posted here is free for grabs; which includes the SpinBlade. I have no problem with showcasing your work on your protfolio. [ QUOTE ] does your engine support selecting a diffuse color for the diffuse and then a different color for the specular? and does it support reflection/envrionment maps? [/ QUOTE ]…
If you want to paint on the highpoly model to bake a diffuse after I recommend using Zbrush, I recently used polypaint and Zapplink to paint a diffuse and bake it down to my low poly. You can autogenerate UV's in zbrush and bake the polypaint down to that. I planned on doing alot of tweaking to it in photoshop but it came…
Ok to fix the seams I had this idea , since I was using a normal map created throught a program out of the baked texture I couldnt flip anything so I used the normal map as a diffuse map to texture over the model in mudbox and fix the seams like this then reexport the map as diffuse and overwrite the normal and use the new…
I saw some guys at work playing the mod, we might be more trying it out soon. You got some good feedback on your model, it made me wish I could take liberty like that for a sec and it gave me a smile, hehe. There is hardly any difference between your spec and diffuse and if you are not gonna use it then you can use the…
[ QUOTE ] you could dupe the low mesh and reuvw the problem area, then render all your texture work from the problem low to the cleaned low as self-illuminated diffuse maps. [/ QUOTE ] While that might work by pure chance, normals have to be recast in all cases where the orientation of the uv's change between the two…
Cole hit the nail on the head, but I think its important to give a practical example as well. Go into your kitchen, and look under your fridge. Its dark under there, right? This is because the light source is occluded. Now, go grab a flash light and shine it under the fridge. The previously occluded area is now illuminated…
This is the process I've been using for most of my stuff. I don't know if it's the best way to do things, but it's been working alright for me so far. Anyway, I usually start off VERY briefly in 3ds Max. I create extremely rudimentary, low-poly geometry made up of all quads so it will divide well in Zbrush. The above image…