Thx guys :) . @DGB: Nothing special actually. Simple poly modeling and then sculpting in ZBrush. I created a 2nd Uv slot to apply the pattern and then baked that into the diffuse map.
Some quick color tests that will double as selection groups once they're baked out. Working on the retopology as of last night and looking forward to painting in the diffuse and details soon.
Finally got around to some textures for Langspear. Diffuse and normals only. Still needs a seam cleaning and spec etc. Also started Langspier's buddy the despicable Tweed.
I found a sort of work-around; my texture was black and white, so I inverted it and used it as the opacity, and just used black as the diffuse. Worked ok for the scenario.
updated, fixed translucence map,worked on spec, diffuse, gloss, normal, and makeprettybutton maps, though i'm not sure the contrast in spec comes through or is really any better
Looks pretty good, altho really low poly but i guess it's a choice :) you plan to use a normal map on this guy or go full oldschool with a diffuse only?
It means to render an aspect of a models shading into a texture. It can be AO, Diffuse Colour, lighting. Its also known as 'render to texture' http://www.3dmax-tutorials.com/Rendering_to_Textures.html
Textures Diffuse: Normal: Specular: Emissive: ReflectionMask: I'm looking for some feedback to improve my work - please let me know your thoughts! Thanks for looking.
You are doing a disservice to yourself and your work if you don't display it in the best possible light, regardless of the style, even if its 100% hand painted diffuse work.
I love the texture work! Very professional. But I would like to see the diffuse, specular, adn normals on the more complex ones. A simple render is not enough for a folio.