The rivets look more like stitches than rivets. It's partially the normal map, where the rivets intersect the seams, but mostly the vertical line connecting rivets in the diffuse. I'd also reduce the contrast of the seams.
Helloooooo! Here an update about the guy in the Cryo. A screen shot in Max without Diffuse on the character : And A screenshot in the scene in UDK : Next step will be the Mask and tubes going out of his body. Cheers, Lucas
its really hard to give proper crits on flat diffuse maps. do you have nornals for these? do you have any geometry you can test the textures on? that we can see?
For anyone having this issue, I discovered the solution: I'd saved the .tga file for my diffuse as 24 bit by mistake (I also deleted my alpha channel in Photoshop). One of the two fixed it.
No normal maps are allowed although you can bake down a renderer like Cycles or Vray to a diffuse map. If you use Gunsmith style you can do some neat things with specularity.
Finished the low poly and the baking. Tri count is about 13k. Going to go back in and add in the light grating, and place the final missing instances. Created the color map, moving onto the diffuse next.
I have a roughness of about 0.7 for the 3d objects with a diffuse boost of 3/4 and on the floor base the roughness is 0.35. After that I used a directional light and a fair few reflection capture spheres.
Vertex color bake + AO and light bake. Starting the painting job. Feel free to give tips and feedback as I never done diffuse only character and still am a little bit clueless.
Good point. Yeah, in the stalker paper, he talks about how they simulated bounce lighting with a number of performance-optimized non-shadow-casting diffuse-term-only lights. dashity-dash-dash.
Really like the texture on the face and the eyes look a lot better now on your latest post. Are you going to have normal maps later or is he only getting a diffuse? Hope to see more.