i do believe that is just the screen space glossy reflections doing its thing on the car because there is no bounced diffuse lighting present on the ground i do not think he was questioning your dynamic motives but rather your need for bounced light at all - just a well-set ambient level would be suffice for most purposes
Oh yeah, I should have mentioned that those are just basic diffuse materials. No textures yet. Thanks for the link, I'll look into it. EDIT: His knees are just above the boots. The line where the pants begin to tuck into the boots and the line above that would be the knees, or at least where I intend on his legs bending at.
2 possible causes. 1. You maybe have black shapes matching the UV in your color map. If so, replace the black with the same blue as the rest of the label. 2. Could be shadow. Very possible considering the angle it shows up. Add 2 render elements and it should be quite obvious; diffuse and raw light.
Looking good so far. Try increasing the intensity of your moonlight just a little bit and then upping your light-bounce intensity to fill the rest of the scene with more light (View > World Properties > Lightmass > "Diffuse Boost [About 5]" and "Num Indirect Lighting Bounces [About 6]"). See where that gets you :)
Cool concept. It looks like the cables inspired the tree rather than the other way around. As for adding to it, perhaps highly specular/low diffuse solar panels intermixed with the leaves? Also consider the roots - it's hard to say without some ground around it but without some root spread at the bottom it's a little hard…
Colored AO? Strong material definition with specular? Hmm, yes... I'd put a fabric overlay on her clothes, both in the normal map and (very lightly) in the diffuse. It'll give some nice high frequency detail that will help keep her clothes from feeling too pillowy and soft. If not fabric, then maybe something like leather.
Thanks! Yeah I agree, I'll work more on that tomorrow along with the diffuse. Here are some animations I made today. Idle (48 frames): [ame=" https://www.youtube.com/watch?v=XkXPyWtsDk8"]idleAnimation_v02 - YouTube[/ame] Walk Cycle (24 frames): [ame="https://www.youtube.com/watch?v=DfmFcNg2VjE"]walkCycleAnimation_v01 -…
I did a xnormal render for all my maps and same result. Iv brought the curv map into maya and applied it as the diffuse. The object also has the normal map applied. From a distance it looks good. But close up the sharp edges are visible. I'm not sure if the sgould be the case if iv also go the normal applied??
I'm working on a study of the style in Maya using this character and a similar landscape as found in the above photo: . Eventually I want to explore this style in UDK, but I'm not really there yet. Right. I guess post works for now. I attempted a high res texture in the diffuse and it was lacking sharpness. Any other…
Having only used ddo in beta stage i can only say that the huge thing about it is not really the diffuse map that can be made by many skilled artists there. But the new PBR workflow and having accurate matallic and roughness values(specially this one) is a huge advantage. Like many of you said, is your skills and not the…