There's no such thing as 'not being good at spec maps'. If you understand them, it's straightforward. Black=no spec, white=very strong spec. Things get slightly more complicated with the inclusion of a glossmap, but let's assume you're not using that here. What you want is a contrast between different surfaces, and to…
The seams in your model look like they're most likely coming from the normalmap. Did you run your diffuse through a normalmap filter and overlay it onto your bake? If you did try to avoid that, you want to manually select layers from your diffuse that need description in the normal and add them layer by layer. I ask…
virtools is very annoying to get working. not compatible with firefox so i had to use ie, then i had to wait forever for it to install and load. looking at your scene i see very boxy modeling, you don't hide the low polyness of the scene at all. you don't transition well in some parts of the environment, some parts look…
DeusExMatteo - Wow thanks I'm honored! I checked out some of Magnus Fallgren's works - really cool and atypical, inspiring! I hope I can do him justice! fast1 - thanks for stopping by! Here are some shots of what I was able to finish by midterm, weighing in at 2006 Tris with 1024 Diffuse/Normal/Spec. These are 3 (slightly)…
Well, yeah, my algorithm -much like deferred shading, which is similar to what i'm describing- won't work with antialiasing. Of course (like in deferred shading) you can do your "hand made" antialiasing by rendering in offscreen render targets which are larger than the framebuffer and downscale them. Also yes, multiple…
Ive been working on a project to scan surfaces and make them into alphas and stencils for zbrush/mudbox. I've got a link to some samples below to try out. These surfaces are geared mainly towards high poly game asset creation. Polycount is a pretty technical art community and you guys might be able to think of ways to use…
Hello Polycounters, So I've been opening a multiple of projects recently... one being my Sci-fi PBR Grenade which you can find here. http://polycount.com/discussion/162607/sci-fi-grenade-pbr-by-desmond-man-concept-by-juan-novelletto#latest which is still currently in development... I'm actually doing these both as side…
Hello Polycounters, So I've been opening a multiple of projects recently... one being my Sci-fi PBR Grenade which you can find here. http://polycount.com/discussion/162607/sci-fi-grenade-pbr-by-desmond-man-concept-by-juan-novelletto#latest which is still currently in development... I'm actually doing these both as side…
Hello Polycounters, So I've been opening a multiple of projects recently... one being my Sci-fi PBR Grenade which you can find here. http://polycount.com/discussion/162607/sci-fi-grenade-pbr-by-desmond-man-concept-by-juan-novelletto#latest which is still currently in development... I'm actually doing these both as side…
some samples ^ this one isnt meant for mobile games...this is is roughly at 10k polys or tris thats not including the wings...this dragon like creature has wings just didnt have space to render them in also this dragon creature is using is diffuse, spec and displacement...so yeah this dragon 3d model thing is not meant for…