Looking good =) A few points: - Spec is too bright, the skin is really shinny, almost like polished metal? - The white space around the spec might bleed through on the edges of the UV shells, maybe pick another color closer to the shells themselves. Same goes for the normal map. - I'm not really sure whats going on with…
the work you've got here looks good but does seam wastefull, biggest culprits are your UVs alot space and duplicates, you could probably nearly halve alot of them. also your normals dont appear to be doing enough, rather they look like the diffuse just run through CB, personally that would put me off.
From that angle id just paint the holes in the diffuse as black. On even an ipad youll probably never see them bigger than a pixel anyway. Im not that experienced on unity as we use a propriety engine at work but as a rule it seems the only time its really cheaper to use alpha than a mesh on phones is for stuff like…
To answer your question, no i dont think there's a easy way. But I dont see why you would need to. If you doing a mesh, then bake the normal's and AO though e.g Xnormal. If your doing a texture. Non PBR you can paint it in the diffuse, PBR you can just make your own. not that hard for a flat texture.
Nice dude! I agree with a lot of what has been said. I dig the water and the lighting. Would be dope with the norms and spec in there but I see your point on what you've decided to do. Looks legit for just diffuse man. You should be fine. Best of luck good sir. Let me know how it goes.
Not at the moment - keep at it though. Some of the textures are a little muddy, and you need to also work on your specular textures to give more depths to the materials that are being used. The normal maps seem like they are being generated from the diffuse textures only, which results in a lot less depth that if you were…
Paint effects foliage in Maya is a nice way to get things going fast. It looks good. There seems to be a lack of specularity on anything. Your lighting might be effecting that. The lighting doesn't look bad. It is washed out and there is a lack of contrast in the lighting. Punch up the shadows in the lighting. Also look…
if you look at the models on the classes page..and in the bestiary..they all look like all they have is a diffuse....I doubt they have normal maps....or if they do they are extremely subtle...... this looks great ...I am so happy they kept the iso view....did Soul work on this...or any other polycounter...if so, awesome…
Hi everyone. I have a personal project that i must export obj format with .mtl file. The models must be in PBR standard Metal/Roughness. is it possible ? i found out some articles on the internet that i could address diffuse/base color and Bump maps. but i dont know if it supports Metalic and roughness or not. any help is…
Hey this is a great piece, and I agree with the changes. I think you could push your roughness map a lot further though, and increase realism. It's really hard to polish metal and wood down in the crevices, so those areas accumulate grime more. An easy way is to bake occlusion and curvature passes and mix those into your…