I've yet to do the bump and spec map so this is the model with the diffuse map only, and there's some things I'm going to add. But that's just small stuff, this is essentially what it'll look like in the end. There's also some less fortunate placing of seams that I'd like to move =) I'm also going to work more on the boots…
the legs are backwards, rather literally. compare it with the loomis "ideal male" the entire character is blobby and fuzzy. lowpoly model, normal map, diffuse etc. it looks like you've used a 256² or even a 128² and scaled it waaay up. yes. it's important that you know how to work with normal maps, how to bake highpolies,…
whoa I didn't expect this many positive responses The lighting setup is pretty simple. Just a 3 point method in unreal 3 (roboblitz) I actually had a better set up than this one... I think this lighting kind of sucks and almost took down the images. The shader is simple too... just diffuse and bump. I have lots to do on…
I only briefly flicked through that but I don't see them making a material in UDK at any point. If you've never worked with UDK before, make a new material in your package (right click in browser->new material) and drag your textures into the window that opens. Link them up to the diffuse and normal slots and close the…
Thanks man yea I'm still relatively new to the rendering part of 3d. I use Mari for texturing and I've tried several variations of the diffuse. Sometimes it will look washed out and I'll try to add more saturation and the reverse happens, but when rendering in Arnold, something as simple as moving the area light a few…
metal flake paint is a two layer material. The bottom layer is a glossy reflection with a slightly darkened diffuse color, the top layer is a clean fresnel reflection. You can do this in real time a few ways. The easiest is a broad low intensity specular highlight to simulate the flake layer and then an HDR cubemap ontop.…
Hello! Thanks everyone for all of the comments and suggestions! LouisK: Yea, i created the hair cards from extruding from one of the edge loops. I double checked to make sure the normal and diffuse values matched the each other but ill double check. and here is the topology, diffuse and normal as flats. Selaznog: I'll push…
The problem with the translucent material - in UDK you must have a separate material for any model that is using grayscale alpha (i.e. a material that has SOME faces that are not completely opaque nor completely translucent). Otherwise the mesh will look all messed up. In 3ds Max you'll need to set 2 material IDs for the…
OddEyes - There wasn't all that much baking involved because of time restraints, but yes I did all the normal map detail. Basically my workflow was a quick Hi poly made from the low poly provided just to get major shape smoothing. Then I'd do a low poly batch bake in maya to get AO. Then the rest I used crazy bump from…
Cheers lads, problem is I am baking in Zbrush. What do I do then? Did some tests and they look arite, it's only for the grip engraving in ZB. @ RockSteady: Aye mate that is the plan, I did some tests with nDo and it's a nifty little number that, will need further testing tho to get it right. Been gathering a load of ref…