thanks for the link. Really helped. So, in the metalness workflow, spec + gloss = metalness map ? so 2 in 1 ? much more efficient In the pic above (reply #10) would you say that in a nutshell it is a specular workflow ? spec map = reflectivity map right ? then we use gloss/roughness to define what kind of material it has.…
Looking good man! The spec is definitely getting there, though the metal isnt reading 100% yet, it seems to blend as a little plastic-ey right now, maybe look into specular color radiance? Using colors in your specular will help push it to the next level, in terms of material definition. The plastic spec is looking good…
Ngghhh. Feeeeels so goooooood. Anyways, The loss of Resolution, Tobbo might be because it is a jpeg. But this is much much better and less offensive to the Polygods. Your spec map is just an autogenerated Cavity right? It makes your entire piece super flat with no specularity definition. I'd fix that if I were you. Close…
Thanks for the advice, it's very similar to what I've heard from my friends. The problem is that I put a lot of time and effort into my spec, but I guess it doesn't show. I just can't seem to get the spec to portray a metal quality. Any advice on that? Sadly (and noob-ish on my part) I'm not sure what IMO means. As for the…
The goo! :D and body paint! :) I'm surprised with myself about how well the goo worked out.... the body paint is aight.. i guess. Only the halo's left to go. And then a polish pass: Do another sculpt pass on the face, make the skin colder, add more color depth, spec for the nails on the demon arms, eye lashes...another…
This is quite lovely! Not sure how viable a faster wing flap would be, but they do appear to be flapping a bit slow for insect wings (I'm on Chrome, just in case). I have to say, I looove the eye movement, particularly on the ranged attack animation (plus his almost bored expression in that one). Plenty of nice secondary…
I give my vote to Mari as well. It has pretty much everything you want from Photoshop and more. Also you can share layers across channels (Diffuse, Spec, etc) So you can use your diffuse as a base for your spec and if you edit your Diffuse it will update across every channel you are using it for. Lots of neat features. It…
For a third person model there are details you could just bake right into the diffuse and normal. The fire selector switch, rear sight adjuster, and the button on the back of the dust cover can easily be handled by the normal map and would save you some triangles. Really work on the diffuse and spec too. Look at your…
Ok cool, thanks guys. Wouldn't it be cheaper to just upgrade the ram to 16gb than to buy an SSD to use as a scratch disk though? Or would that not be enough for photographers and I might as well just buy the SSD? I've already told her that she might want to buy a cheap graphics card too for the hardware acceleration, but…
id say it definitely looks better. but now heres what you need to focus on. start looking at how those materials react to light (per your reference). those exposed areas of metal have a very high specularity and glossiness. implement that into your texture. to be quite honest from what it looks like now (the second…