Yeah I'm using Shader Forge too. Here's a shot of the shader. http://polycount.com/discussion/160691/sketchbook-eric-chadwick I don't know if this is the technique they're using though.
Thank you so much for your answer, Eric! I've looked through your impressive portfolio and it gives great insight on what should level designer / lighter have to show.
Exactly Eric, if you had a hard edge with non-averaged vertex normals then this would make perfect sense, but the fact that that doesn't appear to be the case is what's confusing me so much.
As Eric mentioned, we use Maya for export and some of our artists are modeling in Maya as well. I personally prefer Max and we also have a guy who works in modo.
Heh thanks Taylor. I'm pretty happy with how they came out, although I kinda owe that to Eric and Sam over in the thread I posted specifically about painting denim!
Eric the radiousity just means they use some form of bounce lighting to achieve a global illumination effect. Light rays can bounce around a set number of times before they die.
antialiasing or rendering double the size and rescaling it might help a bit, but the textureresolution just doesn't fit the detail you want to show, try simpler patterns or tile more as eric suggested
Good thinking Eric. Having a look at the wiki for the first time, wish I had seen it before. I go with #1 for the most part but I never rig anything so.....