Since you asked here is some feedback that could help with the material definition. It looks like you need to accent the edges of the armor more, in both the spec and the diffuse. A lot of the edges and corners should be getting close to white. The spec for the metal looks like it should also be pushed more, it's currently…
Hello there Shelby, I really like your thread so far for some reason.. if you stay consistent, this could be a nice thread to watch over a few months or more. Most people do not document every step they do from the very first models, so, please keep going. My main advice would be to decide if you want to go with Only…
A lot of those tiles are VERY repetitive, it looks strange on the floor. I'd push your normals out a lot more, get a nicer round edge on them, at the moment they look very much like they've been run through the NVidia filter, or crazybump without tweaking any settings. It's also not helping you that all your tiles have a…
Hello there ! Here is finally how i've done it with vray. It's fairly simple, but since i'm shit at understanding technical papers, i struggled long time. So i've simply overidden the mesh normals with applying 3 different materials with a special color in the bump channel as normal map for each. This is the technic i was…
The normal map is looking a lot better now. The end result still looks good (I thought it looked good before but it's better now). I think your specular map is still the weakest texture here - as was pointed out initially, there's a lot of parts which don't make any sense and read like you've just tweaked the levels /…
The ones I hate the most because they're different for Max Maya and Programmers (who usually rely on Physics terminology), and engines. - Gloss Map / Specular Exponent Map/ Specular Power Map / Polish Map - Cube Map / Reflection Map / Environment Map (And often confused with Reflection MASK) - Normal Map / Bump Map /…
Can't post those images here? From a development standpoint, this could be achieved with a few small tiles just as well. Asset itself looks fine. Good scale, good presentation, nice diffuse. The normal map isn't doing much. The wood grain, pulled from xnromal, is the only thing doing work. Therefore it doesn't show zbrush…
In this industry, sadly, they look at your credentials and work history rather than your potential. Portfolio, it seems, only accounts for 10% of the hiring process while actual development experience accounts for most. Sad but true. I've seen great portfolios with no development history and mediocre ones that get in the…
your textures feel a bit undefined. even though doors and generator should be made of metal they look more like concrete. a proper specular map is the key to making convincing metal and most time it's impossible to achieve it by just desaturating diffuse map and playing with levels. check out the polycount wiki for some…
No problem! :) R Channel: This is the ambient occlusion map. This is multiplied over the diffuse, specular and reflections. G Channel: This channel contains details like support beams and so on. I made this so that I wouldn't need to use geometry for all the small details. B Channel: A basic, tiling detail map, applied to…