I agree with cryrid, the UV layout isn't helping at all. It's wasting space and wasting pixels. You could make a few adjustments, straighten some pieces out and utilize more pixels. There is way too much lighting, highlights and shadows in the diffuse material. The diffuse is just color information with hints of lighting…
I would imagine the reason the scan data had color in some of the specular would have to do with not being able to get out all of the 'diffuse' (if it's tinted the color of the diffuse). It may also have to do with the model they're making the data for, depending on the color of the specular. There could be something more…
That I know...and I didn't ask...I asked why would you use the Alpha in Max' Bitmap Map Parameters...if you activate it, the map will be transparent, according to the Alpha Channel...so for example, if you use a .png with an Alpha Channel in the Diffuse Slot, you will see the standard Diffuse Color on the transparent…
For both my diffuse and spec i use the same AO/LM. What i do here is just create a layer group above both my diffuse and spec layers in my psd. The reasoning for this has always seemed pretty sound to me, the less diffuse light something is getting, the less specular reflection you're likely to get as well. So would i used…
Hi! Nice to see progress :+1: Personally would be most interested to see the interior blockout get more refined. I think currently some shapes look a bit too simple/ cartoony and some elements display strong shading gradients. I suppose one challenge will be to find a cohesive shape language/ style tying all the assets…
Great suggestion. Also, I wouldn't start working on my diffuse map without having my AO and Normal map in place first, but that's just me. I feel it serves as a good guideline for where to define things in your diffuse texture. Working from Diffuse first, then going to AO and Normals seems backwards, save for other…
Regarding the spec map, I like to create noisy patterns using brushes and photoshop filters to put into the spec channel. When the light hits it you get a nice flaky spec hit that looks really good for metal. Even when it is subtle, it can add a lot to a prop. These days, I find myself sometimes making the spec map first,…
I think expanding the idea of what constitutes a light source and using a more accurate (HDR) approach when describing light intensity would have a major effect on how you go about the setup. I think aspects of this are why people (at least myself) would use a falloff relative to the camera to describe the (potential)…
Nice model and texture dude, one thing i would look into is simplifying the wood in your specular. A lot of times people make the mistake of almost mirroring the detail level of their diffuse in their specular(just more or less contrast) and this really can be bad for certain types of materials. I like to really simplify,…
HAIR AND HEADBAND With the hair I started on the 2nd subdivision to sculpt out the general flow of the hair adding in the basic appearance of waves using the sculpt, smooth and pinch tools. It was important on this low level to ensure the hair was completely smooth as finer detail will be more prominent on top of this…