the textures are brilliant ! Awesome work all around. I'm curious, were you using any photo textures at all to paint the diffuse, or is it all gradients and layering of painted details ?
Finished baking normal and AO Maps, and I've started on the diffuse textures. Think the metal pitting is heavy at this point. [IMG][/img] [IMG][/img] [IMG][/img] [IMG][/img]
MGE_PM - Yeah I have used vertex painting in the images above for the moss but am actually adding moss to the diffuse textures at the moment will post update asap .. Thanks for feedback
This is looking pretty cool. When do you plan on having it running in engine with light mapping? Are you just going to bake the lighting down into the diffuse or will it get a second channel?
have to agree with Prophecies at the point you got it in the last screen i would just say fuck-it and get on with my diffuse. if this is for a game model no-one would ever notice that.
im not following you sorry. Take a diffuse map for example. i want to be able to paint across uv shells so that it lines up correctly, any ways to do this?
Is the artifact baked into the normal or diffuse maps? If not, try turning off "import tangents" when you import the mesh. I know epic says otherwise, but it ruins mirrored normals.
neutral color background. This white bg is killing your content with stiff contrast (dark scene, white bg. Running diffuse through a filter does not equal a normal map.
Thanks r_fletch_r I will give it a shot next time. Perna, if you put them in your diffuse channel, it does give a preview realtime, but the scale isnt the same as the rendered.
Are you using normal maps based on your painted diffuse? The shading on the wood look too pronounced to me, and the rocks look too consistently shiny, like they are wrapped in plastic.