The idea is to get that spec reflection on a long rectangular space on the Unity side as opposed to only having the standard sphere radius. There are areas of interest in the “corner” regions of the environment (essentially a long rectangular room) that look quite flat without the specular breakup the more center regions…
Yes.. basecolor is masked into the specular channel by the metallic map and the albedo is made black - the colour values in the base colour map for metals are analogous to IOR The maths work out fine ( in spec/gloss you should have a black albedo for metals) but you tend to have more issues with texture resolution and…
It looks like a proper benchmark asset was not provided to the people making bids. That should explain some of the extreme price range. Someone could spend a few hours or many days creating a single character with those specs. Presumably the higher prices would result in higher quality topology and texture. To get…
If you're an organized and committed person (which it seams like from the fact you have time estimates for your tasks) I would say go with the person project. The reason for this is simple, the personal project can be designed to help you work on the key areas you wish to improve in, and you can target the art style and…
Create a mood board! And is the whole game inside of this facility? Cause right now you only got two concepts/blockouts inside of your facility.. With the moodboard setup you should sit down with you concepts and draw some quick prop ideas and placements. So that you got a feel for what kinda place this is. The tiles…
mr_ace: thanks! yeah well your example is really plastic and shiny, i want mine to be more like this: fantom: thanks man! i probably stick to the blue one then... mr.wednesday: thanks! i tried to put the whole thing in marmorset, and heres the result; im pretty happy with the jacket actually but the face looked better in…
Hey, this is a reboot of a tvshow. These are all using a certain shader that our Senior Texture Artist made. You can say its a mix of incidence/ Matcaps. The style was leaning more towards team fortress. When everything is ready, comp then adds the lightening to it. As for the texturing. A lot of those highlights/ spec are…
Cheers Chris, So much awesome crits, I've reworked the texture and removed a few of the occlusion multiply layers, they were hiding the details around the gory bits. On spec, I reworked it from scratch and added more graininess to the skin, feels abit more fleshy now. Although I'm not getting the right effect when I…
yo need to work on your textures, too noisy, also your spec maps need work, there is very little material differentiation in your models, and the skin on your characters looks a bit plastic~y because your spec maps are off. this is an easy fix tho keep working on those and you will see much better results quickly. also…
I like the overall feel of it. The models looks great. I just have a few gripes about it though. I think that your spec on the chair, floor, and mirrors are too high. If it is supposed to be a dirty seen, I think that the spec would be lower. Also where is the light coming from that is shining on the chair? And the barber…