Looks great so far, my only crit is that the skin looks more like plastic than skin. You can probably fix that with a spec map or possibly just sculpting pores.
thanks for your reviews =] they are dark because its for a horror game. should have explained that, ive got to use spec maps better im used to using materials rather than maps.
Is your material masked or translucent? If it's a trans try setting it to masked. I haven't used decals much but I remember something about them preferring to be masked for normal and spec to work correctly.
Changes: -Redid lighting -A bunch of adjustments to the skin shader, still not quite happy with the look -Diffuse and specular adjustments on the face plate and body. Textures: Same as before (diffuse, spec, gloss, translucency)
Awesome weapons work! :thumbup: Thanks for sharing so much info about specs and process, both on this and back when FC3 came out. Always interesting to read. And the environments are great too :)
Can you explain what you mean by custom attributes and influence shapes? I know for skin textures, you can apply spec/gloss maps, masking, and other animating textures.
might wanna have a look at Leadwerks engine too ($150)...lotso high-end eye-candy stuff (shader model 3.0 min specs), but will require programming skills (similar to C4).
Justin, You got it man. The Spec can bring your metals to life. Try putting random splats of Purply pinks and saturated blues and crank the contrast, and you get fun results.
Wow thank you for the info dude. I am starting to lay my hands on vehicles for games but don't know what are the right specs. Wait, did you say polys and not tris?