Sure. I owe some thanks again to Bruno for the push to rework the textures for the extinguisher, communicator, chair and especially the lockers: Technically the lockers on both sides are connected in the finally mesh, but I deleted the left half just to show the right half by itself here with the polycount. I think this…
It's been a while, but for I came across Fanny Vergne's method for doing her Warcraft textures and I wanted to give it a shot. I straight up admit to using her actual work as my reference, I just tried to copy it. My main projects for the next couple days will be to try and do a few more tiling assets using the same…
Small update, started texturing, having a hard time. I know most of the material definition of this type of metal is brought through the spec. I guess the diffuse is just for diffuse dirt and variation in metal color? Went a little too rough on the sandpaper on the edges i think as well. Haven't started most of the back…
Cheers guys for all your feedback. Yeah the one problem I always have is my spec maps, I still need to work on it. Does anyone have any good tutorials for spec maps? Blade runner I have on dvd so I took quite a bit of screenshots from that movie. At the moment it still looks very modern but once I finish the buildings and…
Thanks everyone :D @Slosh - It's diffuse, spec, & normals @Brian - I'm especially proud of getting that in @Lt_Commander - I'm not sure how much I can divulge as far as the tech goes. I'll ask around and see exactly what can be told. But as far as the spec goes, we use an RGBA texture with each channel controlling a…
As far as the hair goes I think it was a good idea to cut it. For what you have now though, I see what you're doing with the stray strands of hair, but it seems like they're almost black so it's looking a bit weird compared to the rest of her hair IMO. Also, because of the lack of spec in the hair it is looking super dry…
Hey guys! Wow it has been a while since I have updated this, you know how it is, you get into work and you lose track of time! Here is an rather large update, all images and video in UDK. [ame="https://www.youtube.com/watch?v=EydLMEkSC5o"]DinoVid Update 2 - YouTube[/ame] Textures Diffuse Normal Spec Eye Diffuse Eye Normal…
Good work here. The first thing that strikes me though is a lack of contrast between the scope and frame. This should be a bit more as currently it looks too dull and similar to the frame spec. If you are using a spec and gloss map really push them to get the most out of them. here is what I mean: also the glass on the…
Metal is defined by how reflective it is. The M4A1 has an oily metal sheen to it. Right now, your spec and diffuse combo is creating a very stonelike rendering. I highly suggest that you remove your diffuse map out of the equation right now, and focus on your spec to start. It looks to be to low contrast and to low of a…
If a company says its ok to do so, there should be no problem posting your work for an art test online (but not the test concept and specs they send ofc. Thats a big no if its a private test). Id be a bit peeved if i was a manager expecting a test returned and saw it on the internet first, but once submitted I doubt anyone…