Yes, an apple under red light would look similar to a metallic sphere under white light. But if you want both in the same scene, you'll need colored specmaps. BTW, on second thought you might achieve a really white highlight on the apple by using an aqua specmap. Because specmaps are additive, and red + aqua = white.…
Thank you. Yes windows and balconys would be a great addition. But I think it would a slight problem to add them to the interior right now. The walls that would look good with windows are in the directions of nothingness. While I would love to add some extra landscape surrounding the map, I don't feel i have the time to do…
@seforin Didn't plan on doing a flythrough. My thinking was I wanted to eventually put characters in and probably don't have the time to learn how to properly animate them so they'd be static, which I thought might look weird on a flythrough. It's not out of the question though. I did take the trouble to encode a video.…
Looking good, some critique: I would try and make the fabric look more like its going underneath the mechanism/solid parts and try and get the pinching effect, adding more creases etc, then you'd get the look of the fabric being looser but pulled tight at the seams. It perhaps looks a little too flat right now, though I…
MStankow- I mentioned in my previous post that I'm going to try and make my textures less noisy in the next update, I'll use the cavity map trick you showed me for the rocks and also try and reduce some noise in other areas too. I'll remove the fog card between the foreground rocks and the temple, I am trying to use them…
If this is going in a demo reel, you should go back for it, just completely redo the lighting. It looks so flat and monotonous right now. You have very few dark areas. Make your lights look more like they're the objects that are emitting light, right now it's hard to tell where the light's coming from. There's the one…
Well I'm not 100% sure I'm right when it comes to a PBR workflow, but I believe the whole idea behind it isn't necessarily whether it's PBR itself, but how the artist creates their materials. IE technically a color map for a PBR material would have little-to no lighting information in it if it was going for realism. That…
We at Team Blur are committed to bringing you the very best experience you can get from a free online game, and as such we know we can't do that with as small a team as we have right now. Currently the team consists of three full time members, Berserk working on code, Mo working on weapon models/animations and myself…
It depends on how you want it to look. In some situations a texture might work ok. But an animated texture won't give a tight cone like a rotating spotlight does. And a texture won't affect actors that move near the object or project on complex geometry properly.