You probably knew that but there is the material "Blend" to combine different materials with a Mask as input. Also there is the Map called "Mix" (put for example in the diffuse slot of your material) where you can blend two maps into each other using a mask aswell. Don't know if that is similar to the way one would do it…
well, its already a start ^^ but you still have to get your texture work a lot better... specularity in metal is way different from wood, and yours seems to be just a desaturated diffuse. metal doesnt need so much normal information, a good specular sells metal way better than normals. but keep on, lets see how it comes :)
Here is my first couple of diffuse passes for the texturing, I'm having some trouble with the left arm (Right in the image) I can't get the edge between my shoulder and my bicep to blend. Right now I've used the exact same color on my bicep and my shoulder and for some reason there is a dark spot on the shoulder that…
Very interesting look! So creamy :) Am I correct to assume that the highpoly models were used to generate diffuse and "fixed specular" bakes, as opposed to normalmaps ? I like how the final look seems to be pretty much self-illum, with all the added benefits of baking surface information from a nice clean highpoly. I'd…
I have imported the high poly in Max and I have baked the texture with Render to texture command, all worked correctly, but Max is very slow with high poly without freezing it, can I speed up it? I have another question, is right to create the diffuse texture starting with the ambient occlusion map and draw other layer…
Cheers for that man :) I was thinking though, legs aren't always defined as well as the torso so i didn't concentrate on them as much, but I'll see what i can do in the diffuse to sharpen the rest up a bit more. Has anyone got any ideas of what colors the skin should be? Red just seems to common/generic... Cheers
Did a little test with the fur. I ended up buying that image on dreamstime, so thanks for finding it for me! It did cost me €11, Which is quite a lot considering I'm unemployed, so I hope it was worth it. Diffuse only atm, probably going to sculpt in some soft details in zbrush and bake that to a normal map. fancy blue…
There's a couple of redundant edges. The easiest to remove is the one in the middle of the handle. Also, your edge distribution is a little off. You have more edges in your finger guard than in the base of the gun. Texture wise, it all seems too clean. Grunge up the diffuse and spec/gloss some more. Make it look like it's…
And I thought we had something Perna ;( I definitely underestimated how much I could get away with using only a diffuse texture, and I did go way over budget for what the model was intended for, but every single vertex is either being used to describe the form or allow for decent deformation, in an of itself it can't be…
I only do a "real" low poly for the outer ring. Maybe that i'm going to do a texture vertex blending in the inner ring (depend if the engine can do that). Accordingly I will optimise in the futur (vertex blending or not, split mesh for the engine, etc) The diffuse central slab is not over, too uniform. And I think restart…