Nice improvement. While little white scratch are really fun to paint, it must have a certain purpose on it. If you look at some photo reference, the damages are more rusty and bumpy. Add more rust at some strategic places, where it can "historically" being damaged.…
It's really easy to bake a colour map in Blender. 1. For BI - apply a standard material to your high poly with the colour ID value as diffuse colour (of course you can use multiple materials per object) - bake "texture" from your high to low poly 2. For Cycle - apply a material to your high poly with either diffuse, gloss…
dfacto, ive thought about that a bit and id say its closer to 3 > systems > mechanics > art Systems would be more about how the game will act i guess, i think the best examples would be things like Skyrim/GTA/Dwarf fortress I'd say that mechanics are more closely related to how you interact with the world, how responsive…
So if I understand what you're trying to do, you want to apply multiple materials to the same object (and obviously have them look like the right materials with the right specular and gloss values). That doesn't really have anything to do with NDO or combining normals. That's all handled in DDO. You'll want to make a Color…
@Jerc : I think Substance Painter suffers from its name. I've heard from a fair amount of artists that they tried Substance Painter in the hope of being able to "haindpaint" their textures, even though its strength really lies in the conditional materials and BW generators, and how responsive it is when it comes to…
lookin good for a first bust. id agree with everything mongrelman said, another suggestion id have for you is try and get as much detail as possible in your lower subdivisions before moving up. often times people will jump up a few subds to just get the extra geometry to work with. building up those lower forms will really…
Looking at your props you seem to be using your diffuse texture to derive a normal map. Diffuse gets turned into a height map using its luminance so dark areas get pushed in light areas get pushed out. Diffuse colour rarely has anything to do with the elevation of the details on a map. Your better off doing a greyscale map…
Looks pretty slick so far man. Crits -Id stay away from minute details like scattered paper and/or object instances till the end. - Overall, your objects need alot more contrast in terms of specularity/glossiness. I believe you should go in and work on the textures more. E.g. the concrete blocks under the table need to…
jeffro Thanks for the feedback. Agreed. I have been looking at more and reference, (SkyScraperCity is an amazing site for reference material BTW/) and alot of buildings feature very ornate details. TorQue[MoD], Pixelz & shrew81 Cheers for the crits. 06-04-2011 08:55 PM JozzyThe textures are still lacking normal, spec maps,…
here pay $60 for a demo disk..... ...well that might be an ok thing. get demo disk on front of mag, with game engine and first level, then make them pay for every level there after. if it was a case of simply clicking on "bill my account" id probably gaive alot more games a try. id probably spend same amount on games but…