Its so strange, your entry had some of the best modeling, and the coolest looking flats but when it was put together it just didnt quite work. Maybe you were just trying to do way too much with the diffuse?
While spec glossiness could be looking perfectly same as metal-rough ( if using same GGX highlight spot instead of Blin -Phong) when you add environment cube map with Fresnel and choose physically sound diffuse ,spec color and gloss values . Even if the energy conservation would be a bit off. It's off in modern metal_rough…
A class assignment and DW practise. I really hate the design, no concepting done though. 2x1024, diffuse, specular, normal and ambient color. Tricount: 5890 Hope you like it! I really need some critique, whats good, whats bad etc :) Ciao!
Hi! I used to bake AO maps and merge them with diffuse maps in Photoshop. Now I read that you can bake the AO directly into the mesh vertices in 3ds max. Can anybody please explain to me how this works and how to use this in UDK? Thanks, Oli
I have multiple shaders on my high poly to distinguish materials but don't know how to export them/ import them into xNormal. Usually I just bake using maya's diffuse map but with my custom cage in xNormal that isn't really an option anymore. Any ideas?
Hello, I have been doing this character for the mixamo contest. I started it last Friday so I had to rush it but here is the result. 14372 tris 2048 maps (diffuse,normal,specular, specular color) It is rendered in marmoset. Hope you like it! And wireframes:
whats up everyone. just wanted to post up my first character I did for a ww2 game. its around 11k polys with diffuse, normals, and spec maps. Any coments would be cool. thanks. [img]http://Vortexfinancial.com/Sneaky/Portfolio/nazi copy.jpg[/img]
Hey all, brand new here! I've been working on a small game with a friend of mine... gonna be updating this thread as and when things get finished... CANNON is first! C&C need please! A-thank-ye-very-much 4132 polys 2X 1024 diffuse maps
here's something I started working on a couple days ago... Trying to build a library of diffuse/normal/spec maps for a pseudo-photo-real-ish texture pack. Thoughts/critiques/comments welcome/appreciated I plan to redo the metal, but wanted to show it anyway to get comments.
Hey! I have been working on this little guy, and have been wondering what could i improve, either on this one or on future models? Love to see some suggestions. Details: 1,210 Triangles 1024 x 1024 Diffuse Screenshot for geo density. ArtStation