Long overdue texture update on this. Got some basic stuff going on need to go over and add in some more spec and diffuse work here and there. Going to get his armor baked down next time i have some time to work on this (hopefully this weekend).
I'm not sure what your material setup is but with grass I usually multiply the diffuse texture by .1 or .2 and plug that into the emissive. It can be a subtle effect cheating light transmission by eliminating any black you may get. [Edit] Having a transmission setup will also help:
This last week of work, zbrush, and realizing I need to learn UDK vertex painting, which means learning shaders. Been following lots of tutorials. So far nothing except for diffuse and really light normal maps. Will hopefully work that out in the next few revisions.
990 tris and only diffuse 1k map. Sketchfab and wireframe you can find there https://www.artstation.com/artwork/P0dk4 and some Substance Designer materials: ceramic tiles https://www.artstation.com/artwork/ZYK4R stylized brick road https://www.artstation.com/artwork/60Kk0 stylized ground
This has taken far too long to get to this point but its finally baked. Lp for wires. AO still needs touching up here and there. Smoothed off some normals and fixed a few other nit picks. Next is the diffuse with dirt, scratched mess and of course Decals!
For something like this I think the best way to approach it would be use Add blending rather than dither, and turn on Include Diffuse, and paint your alpha content into the Albedo map itself. You can plug it into the emissive slot too if you want more glow.
Really loving this project. Any chance you could do a quick breakdown of how you take the information from the sculpt and use it for the base of your diffuse texture?? Im trying to nail down this workflow for my own projects but having some trouble. Thank you!
Welcome fellow newbies! Glad to see the community is growing. Just getting into texturing in class now. Does anyone have some good tutorials/sites etc on texturing different kinds of material (wood metal etc). Im interested in diffuse, spec and normals to start off with
great trees! their structure of branches is made properly, that's why they look so realistic however there is something wrong. I am not sure what is the problem but the scene in closeups looks a bit flat, that could be lighting or diffuse textures (colors may be too uniform) anyway great job!
Didn't have the net for a while and got some more done on this guy. Retopo + Bake Sitting at somewhere around 10,000 tris.. can't be bothered to open up max to get an exact figure right now. Got to add the strap keeping the jacket closed then it's onto the diffuse.