mmmm that stucco shader. Everything looks awesome! The highpolys are great but I also love to see these breakdowns, thanks! I would love to see some shader tisp/hints/snippets as well
Might be an idea. Then again, depending on how heavy your highpoly is those steps might be tough on Maya in the sense that it will take forever or seem to freeze. But might be worth a shot. Feeling up to the task? ;)
Your textures are not PBR correct, and you are lacking the most important map in the PBR workflow, a gloss map. Everything is monochromatic and really flattens out all that hard work you did with the highpoly.
Highpoly is done! Moving onto the low. I'll probably get rid of the kickstand thing as it's in the way of the "player" to actually stand and use the keyboard hah. This is why i shouldn't be allowed to concept :D
yeah i used to do my blockout in UDK, just i just find it easier to take the blockout models and turn them into the highpoly's :D sooo much more needed to do!
@boyso Wait really? Damm. The highpoly looks like a mess as I've been using Bevel > Subsurf modifiers within Blender. openGL from render to show whats driving the subsurf and stuff.
Here are some update of my progress sofar. Just done with highpoly sculpt, got to do retopo and texture next . I did modify the concept abit to make it look more interesting.
That's pretty weird. Is your highpoly object a bunch of separate meshes crashed together? Not sure that would cause this, but if it is made that way, try separating them and baking with just one element visible as a test.
I have the feeling that your normalsmaps are inverted in your UDK renders. The chair and the surgeon table doesn't match to your highpoly models... or is it just me ? http://uppix.net/e/a/2/fbbe20513f81fdea2b66f578f748e.jpg