The diffuse looks really nice, really like the mixed colors from the oil oxidation or whatever. It is really noisy tho. If I look at your mesh, there is just too much information. The eye needs places to rest on. Your legs and weapon normals seem to be very messy aswell, maybe its better after that is fixed. Why do you use…
Really nice work. The 3x at the beginning when describing your textures though made me think you were using 3x diffuse, 3x spec, 3x normal. Might want to label that differently. Otherwise The texture res seems fine given how large the asset probably would be on screen. Edit: Your Splash Damage art test on your website…
The dark lines on between your stones is too noisy. I'd try decreasing the amount of contrast on those, or possibly removing those harsh lines from your albedo/diffuse. I'd also suggest making your pillars the same color/value of your stonework, there is too much contrast between the two. Save that kind of contrast to…
one thing you can try since you are baking with Xnormal, is baking a "bent normal map". From this bent normal map (which is pretty much a world space normal), you can go on the rbg channels and copy the green channel and paste it on your photoshop texture. Use it as an overlay 30% or something like this, this will have for…
its looking better, i would add some lighter values to the handle for wear points, along the corners. to make it look more metallic i would increase the specular and add some noise to it, maybe make the diffuse a little darker. if you head over to this thread http://www.polycount.com/forum/showthread.php?t=77500 they are…
Thanks man, much appreciated. So it's just the foliage thing then, really struggling with that! As a side note, does anyone know a good place to grab some textures suitable for using as foliage (crossed alpha'd planes) Ive got a 3DTotal plants/trees DVD which comes with alpha's/diffuse, but unfortunately there's only like…
So then you could use the scratches in the opacity map (white scratches on gray), and make the diffuse be mottled greenish-white (or whatever color you want the glass to be). Make sure you find good reference though, or it will surely look like crap. If you don't have a good idea of what real glass should look like, you…
Sounds right, I haven't used vertex color much, the engine where I worked last didn't export it at all. Bobo has a tut on his site about baking vertex color as a base for painting the diffuse. Edit... actually, there are more light-baking options within the Vertex Paint modifier itself, that utility is older and has less…
I love seeing viewport grabs with 100% self illumination to see how much work the diffuse map is actually doing. If a model looks great like that, it will look great with a nice light setup. Whereas, it doesn't always work the other way around. But there's nothing wrong with pimping your models with pre-rendered shots. If…
Thanks for all the praise guys! I´ve just finished the mapping of the body and first characters head.I´ll slap a fast diffuse on it and try to get it into the game to see how the mesh acts with hl´s animations. @ghostscape Sure, no problem. All you need to do is save your texture in source´s vtf format and place them in…