Hi. the majority of the stuff on your site is metal so its important that your materials are reading correctly, with metals you need to put the majority of your detail into your spec map, the diffuse should be dark and subtle texture.. keep going though
does CSGO allow normal maps? Or is it all strictly specular/diffuse based? Pretty nice skins, by the way. I always like this minimalist tri-tone feel as opposed to the over-the-top, whacky AK-47 skins. cough Vulcan cough
Thank Ged! I wanted to use a specular map because the original test required a 1024 diffuse, normal and specular map. I technically don't have to use those maps since I won't be submitting it but for future reference it would be useful.
Rally inspiring I am just starting my 3d adventure so I can not tell you what can possible be wrong. how the textures sheet works do you have in one sheet the diffuse,normal and Ao altogether??
Samll update: Sculpted some piece for the creep den, as it's the one I'm the most sure about the design yet. Plus, sculpting is fun ! Since its diffuse only for the entry some changes might occur during the painting session, especially for the folds.
the dumpster is pretty rocking but I'd really consider doing the bricks over again as at the moment they all look outlined in black and maybe work on the diffuse as it looks like smoothed out mud. The floor too looks rather wooden, like a cork texture.
Here's the Low poly model, with the new texture. Diffuse, Specular, Normal, It's going to have a Transparent map on it, so parts of the model would be invisible, for an more ghostly feel. I've yet to set it up well, I keep getting terrible results
Got a final version in maya with Diffuse, Spec and Normals. What do you guys think? Lit using 4 point lights. If anyone knows why I'm getting the weird lighting on the eyebrow alphas and how to fix it that'd be awesome as well. :)
I think it automatically does opacity if your Diffuse texture is a 32-bit TGA with an alpha channel - it will use the alpha channel for opacity mask. And as far as I know, the specular is coloured by default... just feed it a colourful RGB 24-bit TGA.
Right, just got the door left to finish diffuse on then I'll get the normals done for it. I think I'll just keep posting building progress in this thread, as I'll be starting another one as soon as this is done. Sorry for the extremeee bloom on the windows lolol.