I like it. I agree with the above comments. Also it feels like the straps and plates are floating, I would definitely bake some AO with cavity into the diffuse and copy that to the spec maps. Right now the spec is evenly distributed throughout the character which is pushing my attention all over the place. Tone it down in…
the spec maps need some serious lovin...it looks like you just played with the hue/saturation from the diffuse which is making everything look really plastic - especially the hair. They're going to need a lot more contrast and material defenition. I'm not sure why or how the hair is gathered so nicely in the back - a clip…
well it looks realy good. i think most of the stone surfaces don´t realy read as stone with their bright diffuse. if you would change them to match the stones of the bridge, the scene would possibly look way more consistant and realistic. the water, grass and general vegetation look very nice aswell, just a bit…
Just got finished doing this. After modeling and unwrapping I finally got to finishing the texture on the support beams for my docks/piers. Heres the what the diffuse looked like, and I am still needing a lot of practice with texturing so I really appreciate any critiques and help in the right direction! I WANT TO BE…
I opened up a UE4 scene with the default static objects and materials included and just studied what cool materials were already included and based new ones on those. For instance, there is a concrete tile mat that was already there that I based mine on. For most non-metallic or greatly reflective materials, however, its…
Thanks for the crit! :) Wear and tear in the high poly model though? I'm used to doing the whole wear-and-tear thing when I'm making textures...unless I were to make damaged materials which would require me to model it out. If it's just scratches here and there, then that can be taken care of with a diffuse and bump.…
How are you going to go about it? These days a lot of the workflow is spent inside sculpting programs. However I think it's starting to look pretty good already just as a low-poly with a diffuse texture on it. Right of the bat I'd say that I feel like the feet need to be bigger, guess it depends if you're gonna put some…
Working some more on the diffuse. I know there is a seam in the middle of the skirt and the top. marmoset isn't wanting to play nice where I have my model symmetry. While I am implementing normal and spec, I want to retain the color information that is traditional of WoWs art style. Still a bunch of work to do, not to…
Thanks. I'm looking for a control that only increases the indirect light reflection strength. I tried an Output map on top of the Vertex Color map, but the Output Amount not only increases the color bleed but also brightens the diffuse color, which I want to avoid. I also tried Architectural material, which has a Color…
This is awesome sauce! I've been still trying to wrap my head around some of the PBR stuff and actually seeing these labeled textures and examples from a few other artists trying it out is pretty helpful. Considering I'm coming from a background of lowpoly and hand-painting textures, the concept of really minimal…