how about combining your handpainted diffuse with a normalmap baked from a highpoly following your forms from the diffuse map? you could bring in some exaggerated hard edges, to mach the stylised look.
Your diffuse and material definitions are really letting it down right now. The sculpt is spot on, really is. But that diffuse... That spec... They almost look like flat colours? Also, are you using a gloss map? Colour spec?
Also, you can try to set the ambient colour swatch to black. For some reason even if you have a map assigned to diffuse, and diffuse/ambient are locked, it still takes that ambient swatch into account with alpha.
Thanks man! Working on a character for a side scrolling 2.5D dungeon crawler. He's still in the works, but I wanted to get some WIP's up. Top is with Diffuse, Spec, Gloss, and Normal. Below is Diffuse only.
Thanks Alex, the problem was Diffuse map. has no padding so i just changed background color of my Diffuse map (was black). i also changed the lighting, i think looks better now.
Made a Diffuse-Only unlit Desk Telescope. I'd never done diffuse-only work before, so it was a major learning experience. Any critique is greatly appreciated! Onto the Physically-based version next!
Looks great Tores. Looks like you've put a lot of work into this stuff. My main critique would be that the diffuse textures tend to look a bit blobby. More time on the diffuse. Are you using a tablet?
Hi, After you remove all the shadow information from a diffuse, the non-shadowed area are still lit by the sun. In case we only have the diffuse and no object space normal/AO and such maps is there a rule of thumb in place there for making the lit textures more unlit/overcast-ish ?
Hi, I decided to move to Autodesk's 3DS Max to start rigging my character, from Blender. Just because it's the industry standard and they teach to use it in our school. Anyway, setting the textures up in Max are giving me problems. Especially very visible seams appear on my normal maps everywhere where there's an UV seam.…
Your spec is much more important then your diffuse here. Make sure that you are creating them at the same time. Your diffuse details will be relatively light on the wear and tear. Alot of your detail will just be unique to your spec.