Hi Everyone, I have an update. I was having trouble for some reason getting my model to look right with the back default shading in Maya so I put this wip into UDK to see how it looks. I still need to work on the tires a bit more. Giving it some dirt. I also found that I am still having a shading issue on the back corners.…
What I would do right now is to focus on the diffuse, put everything else aside for now. Focus only on the diffuse. Ask yourself questions like: Where would the wear/tear be on this particular object? On the gloves it might be light on the knockles from punching people in the face. The boots might have some damage,…
I was told by my instructor to create a spec color map all you have to do is turn up the saturation in photoshop on your diffuse map. it worked pretty good for me. hope that helped... Well your instructor is wrong :P When painting a specmap you'll end up doing much more 'material thinking' work with it than with the…
I'm sorry but NWN2 the environments look "good" because they are using reflective water and auto generated speed tree assets. There is no art direction needed there. The one place it was needed was for the characters and environment props. Thats where they failed. The main thing we care about here is the art and how it…
So im working on consolidating a bunch of different objects onto a single texture sheet. I selected all the objects added a unwrap uvw modifier and rearranged them so they all fit into a single sheet using uv channel 2. Now when I do render to texture the diffuse transfers over fine, but the normals go to hell. First I…
LoL sure use a high to low workflow thats clear. Hard to make out if they use normals + diffuse or diffuse only with higher polycount but likely diffuse only as you said, yes (As I thought both use normals, that would have implied Dota2 uses normals too - aka what I said) Dota2 uses normal / spec / fresnel etc the full…
First up: Test-baking diffuse and normal maps in Maya 2014. I'm testing the diffuse map baking for a G1 Transformers project in which I intend to model high-poly versions, face-colour the models, then bake the colour information onto the low-poly models. If I'm correct, this should give crisp, reference accurate results…
(EDIT: WAIT I FOUND THE ORIGINAL FILE - 2018 Bagel) Some Dishonored fanart... sorta. First task for school this year was to create a coin, just to get back into the swing of making assets. I might have gotten a tad side tracked and put together a little scene in Unity. The coins are 64 tris each, with 512x512…
I absolutely love this environment! It's quite amazing! I've been trying to learn a bit from it, and I had a question about the main material. I'm hoping someone can help me with this. I was looking through the main material, and what I was most curious about was the Diffuse Color 2 parameter. I was mostly wondering how…
By normalize do you mean throw a constant clamp on it? I still can't figure out why I can't upload but I'll describe the network Camera Vector + Light Vector -> Constant Clamp * 0.5 this result goes into a DotProduct with the normal map texture sample The DotProduct output goes into a Power node with a float variable as…