Ok, so I've been doing some texture work on the chamber and handle. Mostly specular work on the metal, the diffuse is still basically just grey with some highlights except on the wood. Any feedback would be appreciated. I'm gonna do some more work on the scratches on the handle, I'm not super pleased on how those turned…
Hmmmn I guess thats always been my problem with texturing, its always 'too clean'. I need to grunge stuff up abit and take more notice of wear and tear on objects. Working on that aspect now, whilst adding some more geometry, adjusting the lighting and finishing the diffuse textures throughout the station. I'll post…
I think what you have is good enough to start painting from. I'm not sure if you have done this but make a convexity map and layer it so that it highlights your edges more ( Try "screen," "colour Dodge," or "linear dodge"). Since we don't get spec or normal maps, it's up to the diffuse to really define the edges and give…
Press "Space" in 3DO, and make sure the texture sliders are all set to the max value. For some reason my 3DO had diffuse map set to 50%, spec and gloss set to 25%. When I set all my sliders to 100%, the material in 3DO started looking very similar to Toolbag2. Can someone please explain why those sliders are not at 100% by…
If you just need the Normal Maps you should just bake them out again. If your shells are rotated the normal colors will no longer correspond correctly to world space. This technique however works great for diffuse maps though! We've been using it a lot at work to transfer textures from scanned meshes we made with Autodesk…
I think the sillhouette is really well designed and interesting, could we see the original concept to compare it? I also agree with the others, the discoloration is somewhat jarring, maybe if we see a few different angles to get a better feel for the material. I also think the reflections are way too tight and mirror-like,…
Took the critiques under review and made changes accordingly. I stylized the grit texture on the diffuse a bit, reworked the handle grip, and added normal mapping of damage and hand grip using crazy bump. I reworked the specular so it pops more, and I added some tinges of red to create some color variation. I think it…
A 8192x8192 image is almost 200mb.... and thats just one image. Imagine if you would have a that big normal/spec/gloss/diffuse. Then imagine a game that would use that big maps on everything. There is no any vga that could handle this. 4k must be enough for your weapon, but 2k or even 1k can be too. I would go with 2k and…
Just a little update, I've been working a lot on my Dissertation lately so progress has been slow, however I've almost finished the main gatehouse now for the time being. I want to try and get everything in the courtyard modeled with just diffuse and normal maps, and then progress them with more PBR materials if I have…
Hey, I have been away for a while but im back to working on my office noir scene, so here is another of the main props, I have just done a basic pass on the diffuse and spec, I'm going to go in and wear down the leather and wood. I have also done a first pass on the lighting for the scene. C&C always welcome. Thanks