Hi there. I wonder how this dot-patterned effect is done. Do you think the dots are in the diffuse or in the spec or both? It won´t be in the normals, I think. Also, what about the dirt on the shoulde pad (1)? Diffuse only or also spec/gloss?
Worked more on the sculpt and baked a normal map. I also put together a quick diffuse map from photos. The diffuse may be helping the likeness, am I right? Any comments are appreciated.
Diffuse is hurting this alot in my opinion, the shading you're adding in with the diffuse seems too dark, and over done. Try getting a nice amb occ bake out of xnormal maybe to work from.
Unfortunately I do not have Substance Designer. Thank you for linking it though. I may have to get it if I can't find a workaround for this. Here are the diffuse maps. Legs Diffuse Body Launcher
Eric is right i used the Composite Map in the Diffuse Channel not the Composite Material. Just pick a standard material and add a Composite Map in the Diffuse and you get what you see in my Screenshot.
hahaha, adorable. I dislike the use of the spec though, it doesn't seem to be conveying much information that's not already in the diffuse. Would like to see the diffuse a bit darker, the spec a lot brighter, and more going on in there.
Here is the water demon in Maya's high quality display with normal, diffuse, spec, incandescence. The diffuse, spec, and incandescence maps still can be changed. Here is the newest pictures. Critiques are welcome, it is still a WIP:
you should get some spec maps and lighting on that thing. its looking a bit plain currently. the normal map seems completely lost in the diffuse texture, or did you disable it to work on the diffuse?
Be sure to use normal maps! Diffuse is just one of many components that go into a material. If you're using only diffuse, you're using only 1/4 of the material's potential, and at best 1/3.
Unfinished texture. Single bone weighted to entire model, skeletal mesh in UDK. Diffuse and Normal maps applied. Gonna finish the diffuse, work on the spec and gloss. Then finish the rig I've started and animate...