Yeah! Bump and spec made and applied. Just gonna do some fine tuning now, and get the rig set up. Then It's time to make the beauty renders!! "Show me love!" *snap!*
New results: much improved. Looks like the lightmap is getting pretty cruddy looking, but I'm sure some diffuse and spec will help that a lot. lighting should help too, I'm sure.
Another thing I find helps is turning up the gloss and spec on your preview material then rotate it around. The light reflections will help show all the dents and ripples that you have to fix.
right here is a proper update the spec map has finnally been sorted out also does anyone know how to make eyes look more lifelike in the udk or in marmoset or both
Skull Sword ~4 hours 218 triangles, 256x512 color/normal/spec maps Speeding up my pipeline for the normal mapped weapon challenge. Join in, you need to know this! :P
Yup! good job man :) I have abused the mixer as much as I could and witnessed no buggy results. The specs do load much better, still a little brighter than the original.
[ QUOTE ] Also, EQ, you don't *have* to use normal/spec in Q4... [/ QUOTE ] Normal maps are required for models in the engine, otherwise the model will just wonk out insideout entirely fullbright
Thanks guys! So, I toned down the normal map and brightened the spec map, hopefully it looks look more like metal and less stony. Here's one of the references I used.
Hello again.Been working on that weapon.It's still WIP,so I need comment and critiques,thanks! TEXTURING-IN-PROGRESS: HI POLY: BAKED NORMALS: LOW POLY WIRES: FLATS-WIP From top-left,clockwise;Diffuse-Spec-Normal-Gloss