Your spec looks extremely weak on the dumpster and fire escape thing. I saw the strip on the flats.. any chance for a larger image. It looks like they could use a levels clamp, and some tweaks of the spec power. Your diffuse maps look like they could use an unsharp mask as well. You could try lower resolution maps with a…
The objects need to be anchored to the environment a bit more. For instance, the rusty handrail is placed on the concrete bricks, but there is no rusty water runoff that stains the concrete? Pretty much any time one surface type meets another, there will be some type of transition piece in addition to staining from water…
It's hard to get excited for an API constrained to an unpopular operating system upgrade. Especially when so many games these days are shooting for a broad appeal, and thus the broadest possible hardware specs. I think games like Crysis and Supreme Commander have proven that pushing PC hardware to its limits is not a…
I think the specular(?) you've added down the lamppost looks wrong to be honest.. try making the rough scene in 3d from primitives, and see what shape the spec is down the post. I dont think that it would work like that. Mainly, is that supposed to be spec from the light at the top? given the large guard at the top, I dont…
I like this spec option very cool man. I love your 3d viewer, can you add the ability to add a custom diffuse and spec map either one that is saved or one being generated from crazy bump. You can already load a custom mesh with a normal map and it works great it be nice to have the other options as well. It doesn't seem…
Hell Ya! and a Fucken eh! Looks great. Only crits is the roof should be a smidge lower, you probably got it perfect to Mag's specs but I think lower would make it look meaner. Texture- put a lip around the windows. Team Colours. Could we see the flats, specs and wire? For the horn and other car sounds try here:…
I've been using the program for a while now and become pretty comfortable with it, except for one thing. I start my normals first for broad shapes but how do I manage details in diffuse and specular? For example i start with a main metal panel. I then make a small vent texture (normal,diffuse,spec) outside of this then…
Fan Art - Here are some models in engine i did for personal practice, each has a highp projection (Will post later). Would really like your input on the models and composition of the page layout, hope you like em! Drone Sword, unfolds from underneith your kitchen cubbard to blast away menacing mice!. All on single…
Hello, I am looking for some really good texturing tutorials for game assets/ environments. I am struggling to make good textures, at the moment I just UV map the object, place textures over the top in Photoshop and then create the normal and spec maps with ShaderMap. I never get amazing results like you see in some…
I also have no time for detailed feedback - I'll back up what Joopson says all the way though. For me... The work is high enough visual quality for non-hero assets - the problem really is that you're using hero asset specs and you're making hero assets. if you're going to do that you need to push the storytelling harder -…