Hey guys, I'm new to Polycount but have been a long-time lurker of this awesome site :) ! Here's a small character, it's got the typical 3 map setup (Diffuse, Normal, Spec) and is just under 2000 poly's.
My personal project, based off this excellent concept: https://davver.artstation.com/portfolio/fighter-04260f5d-52f1-4305-859c-b967c040dbf4 All critiques welcome. Final polycount: 5070 tris. Textures: Albedo, spec, gloss and normals in clockwise order.
This is something im working on for a mini comp over at www.cgchat.com its psp/nds spec recreation of a computer games character (512 tris, 256 texture).. think im gonna go for a slightly darker look Jody
I haven't had to do this ever as i'm always worked in engine, but how would I go about getting the emissive bloom effect in max? I found a way to get spec bloom, but no emissive bloom.
for the next, nextgen. Almighty_gir recommends baking lensflares directly into spec maps, and painting cubemaps by hand... you'll want to add some chromatic abbaration to your cubemaps just for the extra pop.
try taking the texture coordinate off of your brick texture. and if that doesnt work, try only using the brick and wall texture with the alpha in the diffuse only. unplug spec n normal.
Love it. Too bad the specs are realtime it should be etch-a-sketch I would SOOO win! So glad there aren't any prizes. oh and I will ... (yes all of you). Carry on...
You did a great job on the sculpt there, but the normal map is not really showing through. Texture seems too low rez, and you do need to spend more time on your specs.