Minor tweaks to the mags: In Arma 3 the spec/gloss are shared to keep vram useage down. Normals have to be unique for the ribbing on the later era mags. So 2x materials, 3x unique diffuse textures. Also figured I'd throw up a bunch of ref I've been using, with thanks to the various people who've sent me various sources:
Based off your original question are you asking what games make use of vertex data or which games use vertex coloring for base colors? Some early 3D games made use of vertex painting for diffuse coloring. Now we can use vertex color channels to bake basic AO or to drive more complex materials.
I find that for metallic objects, you generally want a darker diffuse. From the Ref. I assume its a orange shop. The way things are placed is kinda Stylistic, not very real imo. Here some reference images of actual markets I think incorporating things from the real reference into the concept art would make this scene a lot…
I use photoshop cc 2015 (Tried also on cc 2014 - the problem is the same). OS - win 10 (I'm not a developer, but I don't think the problem is with my operating system). The problem only occurs when I try to load the texture from the layer. When I load from the file everything is fine. Tried only with diffuse map.
Yep, we keep all textures in one folder for a given UE3 package. Files have simple name conventions like AcidSpill_D (diffuse) AcidSpill_N (normal) AcidSpill_S (spec) AcidSpill_R (reflection mask) AcidSpill_RGB (for channel useage, ie; red=spec green=reflective mask blue=gloss) Over-organizing can slow things down. Keep it…
Lol, so here is another question for you all. The company said to keep track of the time it takes to complete the test and let them know how long it took. In your opinion how long would it take to paint 3 diffuse textures and 3 specular textures. They also said that "normal maps" are not required. Should I do them anyways?
I did a similar thing here: http://www.laurenscorijn.com/portfolio/240sx-bosozoku Not that hard, just layer stuff like paint variation, dust, splotches. There are much harder things to texture. here's the diffuse: www.laurenscorijn.com/wipdir/240sxbody.jpg Not a perfect example, UV's are terribly wastefull (i intended it…
loads very quick for me, but if these slowbies are having a problem i'd work on it. Fairly good execution on the characters, but you might want to use better concepts. The one problem in execution i see is the diffuse, they're ending up being almost just solid colors when i think they could be doing more to work with the…
xNormal is considered the best program for most high>low baking (its also free and has nice tutorials available, like the eat3d one). crazy bump is a program that uses image filters to generate textures from other maps(normal from diffuse or height from normal etc) i created base in max then hand sculpted folds and…
Yes to saturated. Try to use desaturated leafs texture and change backlight from bright green to something more gray. Also try to make texture darker (around 100 mean on histogram in PS), and set diffuse color in material to 187,187,187. CryEngine in general doesn't like saturated colors on textures. Do it on all textures…