It's still probably worth picking up 3d Coat. It doesnt cost much considering what its capable of. It's great for quickly retopologizing, UVing and then just painting away with a layer system very similar to that of Photoshop. I like being able to easily paint spec and normal detail into the layers as well, which can then…
Way to go like the newer lighting a lot better! Though, the crashed ... alien space ship? Well its hard to see and read what it is I can't tell if its busted up at all (which after a crash like that it should be). Is it a shield or a alien type of metal that is giving it that look? I'd tone down the spec/reflective just a…
rik: Thanks man, panels are modeled, I'll do a small write up on how I made it asap :). The only thing that was added post was rivets. Ambershee: 17.5k-ish. I could have probably shaved off a few on the wheels, but triangles are free :D It's rendered in marmo2, so its as close as it gets. I used 2x2k maps (albedo, spec…
Are you using only diffuse maps right now? I think your maps could use a little curve adjustment in photoshop. They seem a bit flat. I made a slight adjustment.(attached) I think if you add a spec map that could help bring it too life also. Overall looks good though. The lighting you added helped a lot. Let's see those…
its a rock wall... i'll give you that. i'll agree that it looks like the original source image has a lot of lighting information already, which isn't good for a PBR system, since your diffuse/albedo uses most lighting info from your gloss/roughness and spec/metalness maps. it would be nice to see what your diffuse/albedo…
hey dave. i've seen three of your posts on here. and if you don't mind me saying...they all lack something really important. every one seems to be missing some depth. there are areas on this one that just scream for highlights....such as wetness around the nose....some spec on the teeth....areas on the top of the head.…
Hey man, good job with the wood! Maybe try a more interesting light set up? The wood looks really awesome at the front, but very flat on the stock, having more light hitting it to show of the details in the normals and specs would be sweet! Also what was your reference for your silencer? Would help understand what Rumkugel…
Interesting topic, once again. Using the CB occlusion map generated from the normal map as different kinds of masks for the diffuse/spec is really useful. Would be nice if you could bake it from the high poly though (would be more exact of course), is there any way to do it in xNormal? Can't really seem to get anything…
Yes, looking at your screenshot you have two of them standing behind the sand bag piles. Maybe turn the left one to slightly face to the right to make the spec on your tiles shine a little, or leave that off and just have the emmissive light from the coke machine light up that area. The light stand to the right, turn it…
Wow, thanks for all comments! About fresnel - i have to agree with you. I like fresnel a lot, but in small camera-angle it doesn't look good. On screenshot's that effect is also enhanced by sharpen. Textures are nothing special (technically). I invested more in materials, than in the textures (otherwise to Dishonored).…