That's looking cool dude, but it looks far from finished. I think what possibly lost you the position was the lack of lighting. For environments lighting is HUGE and I can't emphasize that enough. Things tend to look bland and the texture tiling can get really noticeable with flat lighting. Another thing I noticed right…
Okkun: We are working with MAX ( as we have our own inhouse normal map processing tools ) to produce very high poly models and then normal map them down to low poly before creating a Diffuse, Specular map by hand , based on the Normal map. Something like a standard L shaped support beam in the Liandri setting, I would…
Yeah I figured it might be an extreme example... We're using multiple UV channels quite a bit here. One thing is to use baked soft lighting vs. tiled diffuse and tiled normalmap (for detail bumpage). Another way we use it is to do effects like memory-efficient caustics, where you duplicate the same soft caustic emissive…
I dunno if you saw this reference image or not, but it has some great little notes about what is what on the gun. If you wanted to break-up the coloration a bit more on the front and make it more interesting, you can make that foldout stand have a silver tipped spike. That should be a quick fix in the diffuse. Then IMO the…
Ok, first I want to say I am new to this forum. I was told, to import Dota 2 models, I should first use GCFScape to extract the files. Then, use StudioCompiler to decompile the model I want to use. So the dx.90 was changed to dx.80 I decompiled the SMD files to a random location and I was told to get an SMD importer.…
Hey polycounters. This is a personal project that has been kicking around for 5 years or so now. We all have them don't we. Start a model and then just loose focus or interest. It was supposed to be a me getting the old ways out of my system. Doing the texturing by hand via Photoshop. Creating the Normal map/Specular…
Hey guys, I'm working on a handpainted fox character. My plan is to pose him and put him in a small, but detailed environment diorama. Here's where it is currently, a couple hours of painting over my baked + gradient mapped diffuse. I've just started adding fur, trying to find a happy medium for the level of detail -- I…
This has been on my site for a bit now but I don't think I ever shared it here with you fine folks. The scene below was created in 3DS Max, textured with Photoshop and rendered in Unity Pro 3.4. Target platform was for web and iOS devices. Total scene was kept below 50k triangles including sideline props, lighting fx and…
Hello, first i feel the need to apologize in advance if this has been written about on the forums, but I've been digging around the google and polycount for a whole day now and i kinda found what i was looking for but not exactly ( hence the thread :) ) I've been working on a tree model, and all went fine until i got to…
You can generate a curvature map from your normal map in XNormal or Substance Designer as well as Knald. You can also bake a curvature map in XNormal. The reason why you usually would want to have a curvature map is because it helps you create wear on the edges of your model and dust and dirt in the crevasses, so you…