Thanks Hiten, Ill mess around with the edges Seirei, Sorry its 3 textures a dif, spec and a normal. I just overlapped them like that for presentation. No crazy magic here :)
Here is the Container with normals applied in marmoset. Im going to start work on the spec and diffuse , the Decal sheet in the image is just for an idea of what type of logos etc I want to add.
Also man, and i hate to keep stressing this.. smoothing groups! Try to think about your specular maps as well, as right now the props look like it's max default spec.
Thanks Hiten, Your explanation really helped :) I also found this over at Eat3d: http://eat3d.com/forum/general-discussion/simple-description-gloss-map Here is what I came up with: SPEC / GLOSS:
Good job on fixing normal map on roller though! Hiten is right, set up lights so the specs are showing their potential. Also how are the decals doing? Look at the Sci Fi Lab thread for proper material set up.
Hey Hiten, thanks for the advice, I changed up the lighting for all of them. I also added a colour spec to it as well :) Im going to try a couple other light setups in UDK, but is there a better way to grab images from udk?
Very nice pallet ! nice texturing ! but... the nails should have a nice metal read to it, sliver in colour. and a nice shiny spec :) . right now it blends into the wood too much. Also try to add broken/damage wood at the end of the broken parts of the pallet.
For the roller i still think you need to spend more time really refining the smaller details on it. more dripping rust details like this one: smaller details like this: ALOT more detail in ur spec map. Like stain/rain detail.
I agree with you on the details needed for the roller, I think I will gather a bunch of reference and collage it in photoshop until im happy with it :) Here is where Im at with the container, Normals, Base Diffuse However when I try and add my spec in it gives me this, can anyone help with this?
good start on the texturing dude, i would just like to see lots more details on the diff. like of this object is used, wear and tear, discolouration. stuff like that it helps some much to tell a story in ur diffuse map ! and spec too dude ! EDIT: great looking HP model !