I've made some models and put them together into a coolant block, from which I want to snag details into a simple cube, using texture baking. Here's the problem though. This coolant is made of parts, some of which are instances. These parts are separate, and it would be quite advantageous to keep them that way. However…
Another update, liking the cleaner style. One thing I noticed that with cycles it seems harder to get a nice specular, Vray seesm to make a nicer more colorful midtone. Cycles BSDF seems to lack the amount of controls , like diffuse amount, diffuse roughness etc
Nice! I'm liking the color scheme you have going on there, the only crit I'd have is to maybe get some more contrast and material definition in your specular maps. The metal bits are looking kind of flat compared to the rest of the model, it may be a good idea to bump up the spec amounts. Atm, your spec is going from 50%…
Wow, thanks so much for all the positive feedback. I am glad you guys like the game, and especially the art. I was an honor to work on the game :) bounchfx - Yes, the diffuse is rather limited. I dont know how much I can say about the tech side of things, but generally we aim to keep diffuse textures at a minimum and rely…
i think something to look at is the diffuse texture itself: the lighter tones on the wood grain are too close to white, I think. Looking at your reference picture, the main body brown you have in your texture is about as light as it gets. The grain in the reference is all darker but in your texture, it is all lighter. The…
Really AO should not be multiplied onto your diffuse/albedo or spec/reflectivity maps if you can avoid it. When you multiply AO on your diffuse and spec, what you're doing is removing light even from direct light sources and reflections, which is just incorrect. Large scale AO should mask ambient diffuse light and nothing…
Welcome to dysfunctional relationship between RTT and MentalRay... Try adding only one thing to the output in RTT, right now it looks like you have two things, try doing it with only one thing and see what you get. For me mental ray screws up the padding anytime I add more than one thing to the output. AO only, works fine.…
A gradient map is a greyscale texture, often derived in a logical way from the source model/texture. I.e. L4D take the color intensity as grey-value and remap this value to a color gradient (saved in a map). That is, the L4D artists have painted a standard diffuse texture, then convert them to a greyscale image (i.e. by…
cycloverid: Yep your lighting is too strong - metal generally has a very high reflectivity/specularity so you want your metal in your spec to be stronger than your diffuse to achieve the effect. Your spec map right now is too similar to your diffuse - if you pump up the values of the metal areas you want to stand out more…
I can't say too much regarding the modeling since it seems to be pretty well done. The texture and UV map however... Your texel ratio must be all over the board. The arcade stick looks huge compared to the siding of the box. I don't know that it would really need to be that large. The same goes for the lock box area. It's…