I also haven't seen a huge difference when the maps are off, though they usually aren't off by a lot. I have had normalization be a requirement for tech reasons though. At my previous company, we used performance optimized textures that only saved 2 channels worth of normal information. So for example, the texture only…
@ Torch - Thanks man. My understanding is that metalness maps are simpler but less versatile. In the initial phase of texturing I briefly tried them both and found that I had more control over the end result using Spec. I also noticed that a lot of the amazing-looking PBR renders were using spec maps rather than metalness…
The trains material definition is really bad and could be improved a lot. I get that it's an old train but try adding some specularity to the windows, paint and/or bare metal. I'd also try to make the train a bit more interesting with some panels and such as there are way too many flat areas with nothing going on. The best…
The final hair pretty much done, i´m going to erase the down part and keep only big strands and smooth or have less strands in general (cause i put a looooot) even when i like them when there is direct light like upwards, but the original hair is much smoother. And the texturing i´m thinking of retopo base+some strands…
The longer you try each thing out the more you'll realize how much you love (or dont love doing it). Right now it sounds like everything you've tried out is still in that new and shiny period. The question is, what have you: -Done Concept art for: Or has it been monsters? Mechanical stuff? Environments? Anything…
It depends on the engine used really. Some engines like UDK lets you project materials onto static meshes, which means you could place them in different places even on different objects. Some engines don't work that way so planes would work, it would also give you the flexibility to apply them more or less the same way. I…
Remember that whatever materials you apply to your high poly will also be captured. Normal, spec, diffuse they can all be captured. A lot of people overlook this and capture just the difference in geometry. So taking some time to do some basic materials and unwrapping on your high poly can get you a pretty good start on…
hey, cool stuff! Love that turret gun and sword, they look great! That engineer guy is so cool, really dig the way you texture. The mace shows some nice subtle-yet-smart handy work with color to define texture. Dig it! Have some general comments: One thing i notice overall is that some of your texture work feels "mushy."…
Looked at the high poly mesh on your site, it's really soft and pillowy which seems odd for a big piece of sci-fi tech. I'd anticipate some hard edges. Most of your back surface is flat with random shapes spaced evenly across it. This is revealing to other artists as lazy since is so easy to do. It's much better to conform…
Well it's a bit of an issue in Doom3 Daz. Out of the box the engine is not supporting it by default, hence the way to fake it is maybe to use stronger curvature on the hipoly mesh (like on the eye here, which is a strong shape hence 'concentrate' light somehow.) The highlight shape is not tweakable tho. It can be faked on…