As MoP said, the "plasticy" look is pretty much attributable to the first generation of normal mapping tech being limited to fairly simple shaders. These offer control over specular level (brightness of highlight) but no control over glossiness (spread of highlight). That alone makes a big difference in describing surfaces…
Hey, looking good! I think the some surfaces are starting too look a bit busy (e.g. stone wall) partly due to exaggerated shading of the surfaces (displaced mesh + normal map?), which swallows some of the primary shapes (undefined edges). Transferring the normals from the original shape to displaced mesh could help to…
ive got a few points to make on this. starting with the modeling. it looks like youve done a pretty ok job getting the base silhouette of the gun, but its really lacking in form. overall it seems as if you did not pay attention to how those guns are physically made, but just as how they look from a specific angle. to start…
Ah well I hope your game art program is way better than my game programming program. :) That said, what you need most when dealing with materials is good sold maths skills. Specifically geometry, algebra, linear algebra, and some very light calculus doesn't hurt. Its not as scary as it sounds though. ;) What you need just…
Important to note that your albedo stores both your diffuse and specular color/intesnity values. For non metals, the diffuse is used while a fixed reflectivity value is applied in the shader (4% linear). For metals, the diffuse is turned black in the shader while the reflectivity is set by the albedo map. The metalness map…
Here are some bookmarks I've collected. The biggest help to anyone that I've seen is not only reading but putting in hours and hours of practice. Good luck! PSG 7 MUST READ. Metal and Hard Surface Hard Surface Materials (metal scratches and wear) Neil Belvins Procedural Paint Chips Check out Neils other materials too, even…
Somehow that's a funny question, but i guess uv are not that intuitive. Well we need a support for storing the color data, right ? Something like a pixel grid ! What about a 3d grid of pixels ? (aka voxels) 3d textures exist. A 256pixels 3d texture is basically 256 2d textures of 256*256 pixels. 256*256*256 is a lot of…
^ didn't realize how many practical sculptors there were here. As far as tools go; it really depends entirely on what you are attempting to do. I do most of my sculpture work with my hands, but when it comes to getting down to the nitty gritty of things, I like to keep a spatula, needle, and loop tool at hand, as well as a…
Thanks to all of you The slideshow now works in the Firefox and Opera browsers. Does anyone else find my site loading slow? I think I need a new host, any recommends? I appreciate your comments and I take them on board: they are quite interesting and I will certainly tweak to make this better. Kyraal: It's based strongly…
This is a lot to fit into one image and post but here goes. The Goblin is boring. His design is boring, the materials in his clothes are boring. His proportions are boring. His proportions are very uniform and nothing really stands out. Everything is evenly sized. You say it's WoW inspired; one of the major aspects of…