your maps seem quite random, the diffuse is very plain and has few interesting details. the specular seems over the top, and the normal map has a lot of noise and very tight edges meaning you're not going to get any nice height informatiom - and as you can see in your rnder, the bricks look very flat. you should paint in…
jocose - it´s ok. I don´t mind any comment regarding anything you think that should be improved. I was reading your post a while before I was going to bed and if I remember that right you were mentioning that there was something weird about the eyes. It actually helped me to realize that the specular map I had attached to…
Hey guys thanks for the advice and compliments, much appreciated The model will be used in a map and the size and shape of it have a huge impact on the gameplay. Like there are places where you can only get to by jumping from the top of the locomotive and thus there's a limited timeframe to get there. In some other areas…
I'm working on a project where I have around 100 buildings to texture. They are all your usual UK type houses, so bricks etc. I can get away with a diffuse slapped on with some UV tweakery and photo retouching/clone brushing and leave it at that, but I like the idea of making life harder for myself so I'd like to make the…
Hello I've been having this problem with this modular floor system and lightmass for a very long time. I've simplified the scene significantly for the sake of this thread. These floor tiles are perfectly square static meshes, 192x192 UU. They have four subdivisions both horizontally, and vertically. It has a perfectly…
LoL this makes me mad. I dont know if it is this hlsl compiler or max but it is crazy. I've put my code into some fancy functions like Xoliul did, to get a better overview. But instead working like before as I would expect it, it does not I've got no compile errors or anything else, but my specular calculation doesn't work…
Wow, thanks for all the wonderful feedback! I've made some of the changes suggested: Brighter ambient for the dining room. Better or worse? I think it's a little too bright now... Floor tile kept for now, but I'll play around with some more textures later. Base paint and floor tile for the kitchen added. Trim and shadows…
This is sort of a point I'm curious about as well because in my mind the fresnel should handle most cases of specular, and for all intents and purposes, to me 'fresnel' is the specular term. Multiplying a reflected cubemap with the fresnel term (after you've adjusted it's falloff etc) is pretty common for shiny materials,…
Sounds like you're making too much work for yourself. Stick to just using Diffuse, Specular, Normal (maybe Heightmap too, which can often be multiplied on top of the normal by the engine) and Glow (if you have any parts that need to glow). Light map is not needed. Ambient occlusion should be baked into the diffuse and…
Cool stuff, the model and normal-map look nice! However I think the diffuse and specular could be pushed a lot further - for example there's no subtle shadow from a lot of those normal-mapped elements (for example the straps over her shoulder are very "flat", there seems to be nearly no diffuse/specular detail or…