It's a lot faster to read/write in binary than ascii, and there's a ton of settings that go into the file. If you have a need for it, I could probably write a file spec that you could use.
I think you need to crank up the spec and maybe the lighting. Right now, the lighting looks too diffused, like it's really cloudy outside, and it's making it hard read the details.
Starting working on the diffuse, also sorted the light maps. Just a quick modified diffuse used for the spec for now so excuse that. Always looking for some crits so feel free
Hey odium, thanks for the pm about the engines and texture sizes man! However, I'd still love to know how you produce your spec maps! What's your workflow??
Just up the saturation in photoshop, doing it in the material editor (shader) is going to be more expensive and just be doing more mathops per-pixel. Also, don't bother with a normalmap/spec, it's not needed.
amazing! looks really clean too. is the ingame low poly rifle 16K tris? just curious of what is the current limits are. been stuck on min spec myself. thanks for sharing
could just be a tileable detail texture layer, or just a very very high rez diff/spec textures. atleast i dont see the hairs actually extruding from the skin
The suit, to me, feels very rubbery. Partially because of the spec, and partially because of the edges, they're too soft with little creasing. I really really feel this way about the shoes.
3d coat really does the trick for me. You can paint normals, spec and diffuse with real time preview and it directly export layers to psd. Just give the demo a try :)