You could unwrap the rings to be flat and then tile them horizontally. That way the metal pattern is horizontal not radial, it might be easier to work on. The paint/metal could be done with two separate materials and then use a mask to blend them but really that's just using a bunch of technical junk to get around creating…
Perhaps some larger wrinkles around the belly? In Zbrush just start sculpting some stuff on a new layer, tracing around where wrinkles / folds might be and see if the result looks acceptable. Perhaps even a scar or two (making parts of the diffuse slightly brighter/whiter yellow, or reddish if they're new scars), or a…
jessica - thanks! hopefully I can finish getting all the little problems in the geo/normals worked out soon so I can get to coloring. chaosduck - the normals are on in that last shot, but I had the AO map on as a diffuse to help preview how the textures might look. Here's some shots of just the normals (both this and the…
Hey, wanted to chime in and say the info on the facebook page was super helpful, thanks for that! One other question I have... Does anyone have a example scatter map available they can show? Im curious about what the scatter map should actually look like. I noticed a few people just pluging in there diffuse map but that…
The image above is my render view. I want to paint darker tones where the ground goes below water. My viewport has just a plain as the terrain is being generated from the vrayDisplacementMod. I want to bake a height map so that I can use that as a mask to paint my textures as the height map will show me where the ground is…
I really dig the powder clouds you got going on in the background. Im having the same kind of problems with DBA, but im outside the country so cant help ya. However i really dig the effect you have right now. Sure you want to spend moore time on it? Also as a side note..did you plug in your normal map to your diffuse…
I think you could do a lot more with your spec map to differentiate between the different materials like the paint, metal, and (presumably) glass of the button panels. And the front red panel looks weird. The rest of the console is beat up and scratched and dirty, but the largest surface on the front, next to the ground,…
First thing I noticed is how weak the normals are for the small details, especially for the greebles on the base of the model. If possible, I would go back and make those details more prominent on the high poly model and then rebake. Or you could always deepen the normals in photoshop by using some tricks such as…
Already tried everything you guys suggested but i am still getting this error :/ I am getting errors like these on the bake, plus the diffuse is off as well, when it tiles perfectlly in max, already tried using full precission UVs -I am saving in uv channel 1 and 2, in udk those are intended to be uv channel 0 and 1 -I am…
I think traditional artist simply cannot comprehend how technically complex 3D art can be, especially these days. After all even the most simple Dota2 item requires ... 11 textures maps ! My very simple advice would be to focus on creating a few pieces relying on as little tech as possible - restricted polygon budget,…