The main crit generally seems to be that it basically looks too smooth and manufactured, so I've been altering the diffuse and normal map to try and reduce this. I've combined another normal map with the original to try and break up the surfaces of the bricks more. I've also added a bit more grime to the diffuse and…
Hi Artaekos I honestly do not see a problem with that obj you sent (apart from an overlapping uvs complaint from UDK) I exported your file from modo to FBX 2006.11 and converted it to FBX2013. The light map res is 256 and this is my result: I would be happy with this and as Quack! said once the diffuse is on there it looks…
yeah something's pretty wrong with the shading on the axe head, I'd spend some time sorting that out. Its also kind of hard to see the normal map at work on the final asset, maybe too much grime and overlays, and some work on the spec to get the light playing off it more? Things like darkening the diffuse where you have…
Yo Leo, This is has serious potential to be much greater! The diffuse if crying for a normal map and specular. Areas are looking too muddy to be a 100% diffuse textured model. Pick a more prominent Lightsource and shade this baby up! Is that suppose to be broken netting on her? need to pop it out. ill post a paintover soon…
Model Breakdown Tri Count 25K Complete. (23K Flyboy 2K Gun) Hand Painted Textures Head , Body 2048. Hair 512. Gun 1024. Diffuse, Specular, Gloss and Normal Maps. With just Normal Maps Gun Wires Textures (Diffuse and Normal Maps) Enjoyed creating this character from my favourite Horror Film. As usual upon reflection there…
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…
Oh ok, a picture is worth 1000 words for real. I get it now. All of the things I make have normal maps, but I was always told to paint in the highlights and shadows (into the diffuse). How do you guys use normal maps to handle that? I'm going for game stuff, so I've been using a cgfx shader with a diffuse, normal and spec…
There is no one stop way to do this. Extracting all of the maps need to sell a PBR material requires work and ingenuity. Often for the extra maps you will need to hand make them rather than extract them. This can be done in Substance Designer by taking your diffuse texture and running it through various nodes, like…
me again :P retopoed the head to make a low poly model. maybe i will revisit it to make it really low poly. then i baked the normals and created a diffuse with an ao bake. could figur out how to make a proper cavity map. the diffuse textur is not yet done and the guy needs some clothes :P i hope i get to actually give him…
Could you show us diffuse? I think you maybe think normal map can can do everythings... (my english can maybe shock someones one this sentence <_<) (I add I'm not real fan of this nextgen shader...eccept sometimes...) Your model remember one Kingdom Heart Model... But they only use Diffuse channel and they "rox"... It can…