I really like the shops. Roof tiles look great and have a believable amount of spec which is always tough with natural low spec materials. Ground bricks look great too. What bugs me is the depth of the structures. They could use more depth on the interiors. Contrast the windows with a soft interior light rather than…
I think the diffuse is waaaay too light on the gold on the cannon. Looks like plastic. Generally to do Metal, you make the diffuse REALLY REALLY dark (nearly black is acceptable). Then put a VERY high specular (and Reflection map) on top of it. with almost ZERO glossiness (aka spec power). For gold, the Spec Map should be…
Alright, another update. Added some more junk to the scene to spice it up a bit. I will be replacing the hologram at the end of the hall, and the dust particles were removed (for now). Been working on the spec maps for everything, as before I only had base spec on everything for preview purposes. Any other ideas for things…
The scratches look really random and forced, i would consider redoing those. also, work on your material definition, the current specular is not giving it that distinct gun metal sheen. right now it looks as if you inverted the diffuse to create the spec, I wouldn't recommend doing this on on object like this (dark…
Do whatever you want, for whatever reasons you have, at whatever spec you like. I might recommend dropping photos on the spots you want to paint well, dirty them up with some ps filters, paint over them, and learn that way. Also showing a low spec model in context (how it will be viewed on its platform of choice) can help.…
the Spec ops levels are super fun. Loved the sneaking through the snowy forrest and timing our sniping just right with my buddy to simultaneously take out groups of guards. also, the AC 130 level remake from COD 4 was awesome both being on the ground and being the gunner protecting your pal. so far ive sunk 11 hours into…
Finished! Also added a lamp to give the gas pump some company. I shaved some more polys off the gas pump so it's now 715 tris. Messed around with the normal map filter in photoshop and tried doing a color spec. I would love it if you guys can take a look at my maps and tell me what I need to work on. Thanks. Diffuse,…
lol, nice and to the point. You're definitely right. I finished that peice at 3am, hence the excitement. I'm sure that I can push the texture alot more, and I will. Especially on the actual boat part of the model, which is quite dull at the moment. Thank you all for the encouragement and also the crits. I'm glad that you…
I assume that your question is focussed on next gen PC, Xbox 360 and PS3. PSP and DS obviously have completely different specs and possibilities. I imagine that for next gen games the specs depend on the engine and type of game. For instance Quake4 uses about 3000 polys for characters and maximum 2048x2048 textures. The…
Displacement? I would think spec or ao, I'll have to play around with disp. I usually ignore it. Crazybump is a great way to start off a metal spec map too. Only go pretty dark and use crazybump to work the edge detail a little lighter gray. The only problem with Crazybump is that it tends to over do it on UV shell seams…