im bad at paintovers [this is actually my first eva!], but i thought i'd try one out: ur edges are too white, and there is still too much damage. Lessen the whites, give subtle highlights. I'm no pro at handpainted diffuse-only models, but.... just my thoughts. Compare my img with ur image.
the ao in the diffuse is there because the realtime lighting in a game engine can't simulate less light hitting crevices, so why would specular highlights not be subject to the same compensation for the lack of "correct" lighting? at least thats my reasoning for including it in my specular maps.. tweaked to look good of…
Sorry its been a while. life gets in my way. Standing polycount is 3775. Maps sizes are 2048, including chairs and tables. Expecting the final vount to be around 6000 when I duplicate the chairs and tables. Working on diffuse right now, any suggestions. Also I obviously need a better render method. Suggestions?
I see what you mean. I added some AO for the grip to simulate dust/grime to fill the cavities...makes it 'pop' a little more. Also I think what was hiding the AO was my cube map....so that was toned down, plus I adjusted some hue/saturation for the base diffuse color. thoughts?
nice design and nice base texture, i find faking metalik like surfaces with diffuse is possible with some oversaturated highlights, try painting in to a overlay layer with colours sampled from the material your highlighting. mmmm if your can\allowed add some rim shading (mario galaxy) for some nice cheap bling
Bah. Game art has always been about abusing the art system to get what you want, and it always will be. Performance is king. However PBR and IBL with linear rendering are overall quite superior to Diffuse-Spec with point lights and reflection maps and all those gamma fuckups that caused us to make blue spec maps and other…
3D FPS WEAPON "SA80 Assault Rifle" 25K Triangles [Diffuse, Normal Map and Spec @ 2048 x 2048] I made a game model of the British Army's SA80 assault rifle. Rendered in Marmoset unless otherwise stated. High Poly Model Wire Frames 3D Turntable rendered in Marmoset... https://www.youtube.com/watch?v=Pj6KTgYPw1k
Noticed I forgot to update after my travelling but here is where I am now on Squishy. Got some maps getting started, currently spending most of my energy on the diffuse, my arch enemy. Squishy is currently sitting at 3324 tris with her Treasure chest (2848 without), let me know what you think.
Are you going for a stylized diffuse only look? Looks good to me, you might want to try billboards if your planning on using a game engine otherwise you'll see the sides of the planes from most angles. If you plan to rendering from just 1 angle make setup the tree so it looks best from the selected angle
That's more so if you're using an entire image as a texture with lighting/specular info baked in. What I'm talking about is sampling the value of a single pixel. So, for instance, grabbing a value from an image of a tank can be a great starting point for a military hue. This is perfectly fine. Remember, the albedo isn't…