take the dirt and scratches out of your normal map and some of them out of your diffuse, and have it only in your specular map. in the specular map you can have things like scratches, and slight variations in the metal tone, and darker areas of grunge, and in the gloss map you can give those same scratches a higher…
https://drive.google.com/folderview?id=0B5zeoPMzUv0ha3FNT3FMSmtqbVU&usp=sharing Jon, When I got back into work this morning, I tried the same exact process I did at home and it replicated the issue I had yesterday. After I make the shape and choose to convert to normal, it just gives me the shape to normal dialog again…
I feel a lot of people believe that every detail needs to be sculpted in Zbrush, which I disagree with, and they end up losing the realism b/c they cant quite replicate nature. But I personally feel that if you use Zbrush to really sell the form/feel of some material, that you can then combine your hires zbrush normal map,…
Yeah sure, I'll chime in. Here's a quick draw-over that I did. The big proportion notes would be: * to make the head slightly bigger, and the neck longuer. * The breasts size needs to be reduced quite a bit, and they need to be rounder. Right now your sculpting her naked, so you're probably trying to replicate how gravity…
Doing some testing I'm really not sure what your error is. THe error I was thinking of last night was an error in my understanding of what you were trying to achieve I think. I'm not fully sure why you're creating a static texture though, as if you're going to be using the captured cube on objects in the same scene you're…
I just wanted to know so I could help a bit with lighting :) The concept appears to have quite blown-out sunlight coming in from outside, which is illuminating the inside using radiosity / bounce-light. It's also creating some harsh dark patches, as if the eye hasn't quite adjusted to the dim indoors. To replicate this,…
I'd say it really depends on your needs. If the part is independent of the rest of the mesh and it protrudes I would probably keep it as its own piece. Having it as its own piece with its own UV island will let you assign a material to it better, it will give you cleaner separation of you materials, having it as separate…
Thanks for the feedback - I should make clear, like KDR is saying, these are Maya renders and I haven't seen it in game yet or worked out how to best replicate some of these effects in the engine. This is basically what I'm HOPING to get in game, the reflections are just rendered reflections Jboskma - I might liven up the…
Ok from what I read up on, screen is the inverse of multiply. so formula would go something like Constant 1 - A * Constant 1 - B Tried this in UDK and it did work though I dont have photoshop installed to ensure it works correctly. EDIT: Installing photoshop and will report back if its correct. EDIT2: Nope :( Still going…
yeah I bought the ntny book, the CD and pictures really give everything you ever wanted to know about how to model for ps2 spec... I just need time to sit down and actually do more... I also picked up the 3dcg book by isao, it's pretty good, but not quite as awesome as the ntny book. I'd really like to find a book by the…