sltrOlsson - I use additional masks for those. Mostly every Diffuse has 2 more RGB textures which contain a set of b&w images in them (one b&w image per color channel= up to 6 images in 2 textures). This way I also put Spec in them as one of the channels since Spec can be grayscale for these materials. P.S.: there might be…
Tigerfeet: I don't ignore anybody's feedback. I appreciate anyone that takes the time to try to make my stuff better. I did start sculpting a roughed up version of the base, but didn't get it in for this pass. I wanted to get a diffuse and spec on there before I did my final bake so I could troubleshoot anything else that…
Toying with the rock material a bit today. I didn't like how the two previous textures were working out, so i ditched my least favorite and decided to make that texture have more of a hand painted quality. Found that simply zapping the spec and diffuse was the way to go and threw in a flat grey that matched the concept. I…
Well the first image is pre lighting build just to demonstrate how the specular looks better before building the lighting, which is why there are no shadows. This is what it currently looks like using dynamic lights post-built: But otherwise yeah, I think you make a good point in that it's probably better to be honest…
Thanks. Yes I agree it needs to look more glossy. It does look a bit better when moving as the spec shows up better but I'm not sure how to improve it much more than I have. I've now tweaked the spec map and shader settings. To demonstrate here's a brief screen capture of the model in max. [ame]…
Thanks Konrad. Yeah that is exactly what I'm talking about. Its for a test so I assume when they say everything they meant spec/norm/diffuse etc. I've seen the diagonal cuts too, I considered it just so I could keep the sizes of the textures larger since there are about 5 512x512 textures that I need to show off each with…
Nope, I don't seem to have glsl support... so I used someone else's computer and took some sreenshots in Blender's Game Engine (with a bloom script). I only had about 30 minutes to set things up and I think I might've set the spec slightly wrong (well, it look quite different from xNormal's view). Not sure if the 3 light…
I'd tweak the green to look less like disco green and more like the proper paint you find on those containers and would get rid of all the almost black weatheration. Can you see it anywhere in your reference ? Your prop will thank you if instead of black stuff you add some gray/brownish dirt like in the reference. It will…
Spec is more important than diffuse, dont half the res on your spec as thats where most of your detail should come from. Ut2k7 doesnt use any parrallax at all from what i've heard. Ambient will just my multiplied onto your diffuse, you wont need a light map. 3 2048s? That very excessive. At most you would want a 1024 for…
Hello You! Critiques are welcome! I keep meaning to start one of these so Floor Texture: env: DeLorean! Blimp: This is a texture I just did, So crits on this would be good! I made this texture to see how quick I could go from a photo to a final texture. It was made using image 3 from here It took 1 hour and 12mins to…