http://udn.epicgames.com/Three/NormalMapFormats.html UDK imports Targa, then compresses them to DXT on import. The "DeferCompression" checkbox is a good way to take beauty shots but can't be used in game. Also, setting the normal map setting to NormalMapUncompressed does help quite a bit on hard surface models where you…
This is a low poly model with just the diffuse. I changed the diffuse to give it more contrast. I'm hoping to be able subsurf this and do some hard surface poly modeling/sculpting to get some good normals. The artifact on the right fin is just shading. For those who are wondering, this dagger is either going to be similar…
Oh, i'am sorry. Can you point the correct information ? because here http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ says that mettalic should be 0.0 or 1.0 for pure metallic. BUT there is not such a thing as pure metallic materials. this is obvious. From Unreal "For pure…
Yea that comic book is cool and she was a favorite of mine, still haven't got around to my old man. I should have started with her but meh it is not like I can't do her one day, she was also going to be my hard surface gal, odd coincidence I guess. It is nice to see another fan of this comic since it only lasted 6 issues.…
This type of effect is not easily done. The scratches are so small that they'd usually be done with a roughness map, not a normal map. But then, you'd lose the directionality. If you look at your pic, the scratches appear circular around the sharp highlights. This means that the surface is rather uniformly scratched, but…
Beside new updates and additions to modeling tools I would really like for NURBS to also get more attention! It has been a while since some real updates on making surfaces in Maya. It would so great if those are more reliable and robust. No need for "Alias" type of complexity, but I guess Maya wouldn't mind more love in…
@capone Well i think you should separe your two tile (curved one and flat one ) on two tile generator, the problem you have is juste that when you rotate your shape you break the tile, and the tile make your height look good since it's on the middle. If you separate both you can rotate both surface and offset the flat one…
I would try making most of your surfaces perfectly flat, and then doing the wear only in smaller concentrated areas, such as impact points and mud splatters. As is, the normal map makes the surface look more like clay instead of metal. Try also picking a reference of a tank and following that as close as you can. Get the…
I just use a directional light and an ambient occlusion material in Maya to get good renders. For example this. http://img269.imageshack.us/img269/2204/scifinamed.jpg It is literally a directional light, and a ambient light in the far hallway to add that bright effect. Then I just made a dark semi reflective surface for…
good start, nice design. You should switch to viewport 2.0 in maya and enable anti-aliasing to get rid of all those nasty jaggies Next and main issue is it feels very flat right now and there is little material definition to help separate your surfaces. I'd start with the metals adding more vibrent contrasting colors,…