Thank you for your feedback, garriola83! Right now this is just showing my progress on the diffuse map, but I definitely see what you're talking about with the dead skin and flat leather texture. I'm planning on adding some alpha cards for the fur and the hair after I work out the diffuse map on the rest of the pieces, and…
Those are the stickers. :P You have and at once don't have right. Mind that diffuse actually sets colour of a surface, and the "white brush areas" here are... dust, which usually greys the surface it falls on (it is not a paint desaturation due to weathering - that doesnt happen in interiors that much). You can notice it…
It looks pretty straight forward. You have used base texture map only (you said that.) You didnt implement OCC map on top of the diffuse (base texture map), you didnt use a specular map, and the normal map. If you just want to create a bump map. Export the diffuse map out and open it in photoshop or any 2d arts program.…
I love the use of just diffuse walls next to walls with normal, spec, and diffuse materials. I'm sorry but the game looks like ass major ass. Either use normal maps and spec maps for the whole game or just don't use them. Did they just not have an art director on this game? The quality bar on this game changes so much that…
What can I say))) try work in mobile project and VR become very easy ) Polygons is not main pain, in common - shader complexity, how hard and how many shader operations used for 1 result pixel calculation (clean geometry with simple diffuse shader is very fast for modern GPU, even on mobile you can run 300- 500K triangles…
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…
As far as the cliff sculpt goes, the rock forms are looking a bit too soft and rounded. The sculpt itself feels more cartoony right now, while the diffuse and alpha treatments suggest you want to go for a more realistic feel. You may also want to revisit the crevices between the rocks, some of them have weird pinching…
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…
You should paint a base on the head of hair, I dont think you could make planes dense enough to hide skin color You shouldnt paint highlights on the diffuse or specular of the eye, the eye should have a solid color for it's specular so that it gets the fine circular specular, If you're using an avanced shader you could end…
[ QUOTE ] Porter says "Take into account the increase in poly's and the texture space allowed and your work should be a natural progression." [/ QUOTE ] (Just to clear things up, because this has been said by a few different people.) When that render was made the BR2 model was lower poly and used 1 spec, normal, and…