Do a hi-tech or modern set next, and i'll be able to help you quite easy with a job. Something with; diffuse, normal, spec with alpha, and emissive would go along way.
nice looking, maybe you should make the gils show up more on the diffuse map ... or maybe imcrease the contrast on the spec map , im no expert but they look almost invisible to me ...
Would you recommend this for anything? What if the size specs were a 512? Would baking at 2048 and knocking it down 75% to 512 be good or would most of the details become too obscured?
The amount of spec and gloss kind of makes them look like toy figurines, I second the reply that the texture needs work as well, photosource some skin details if you have to.
Hi, I was hoping to get some critique on this static asset, esp. with regards to texturing as that is the aspect i'm most trying to develop. Mesh is 14.5k tris, 2K normal/diffuse/spec. All modelling and texturing by me.
Hi! This is my first post on Polycount. Right now, I'm going to to school for my Bachelors in Game Art and Design. These props were all class assignments. Any feedback are welcome!! thanks Sam for helping me out with the spec and lighting
My Zangief redesign...Finished up his maps...has spec, normal, diffuse 1024x. These are viewport captures with 3 spots. Not super happy with how it turned out, but learned a butload working on this character. the polycount is 7k. Crits are welcome
sorry for the large images, this is the first piece of art i've done in like over a year and took waaay too long for me to make, i was going for a handheld spec model weighs in at 620 triangles, 1-256x256, 2-64x64 textures