Yes, low poly mesh with max. 7000 triangles and 2048x2048 texture with specular, normal and diffuse map. Everything for ArmA II and Operation Arrowhead (or any other game, sooner or later)
pants kinda look like they were carved in wood, and red cloth parts feel fluorescent. other than that it looks awesome. also, the armor might be too bright on diffuse map.
This brings up a good question... should you plaster your portfolio with stats? ie should every image have your poly and tri count, normal maps, diffuse, ao?
Oh yes that makes sense. Without a metalness map plugged in and with metalness set to 1, you're flagging the entire model as metallic, which used the albedo as the reflectivity and set the diffuse to black.
I think you need to crank up the spec and maybe the lighting. Right now, the lighting looks too diffused, like it's really cloudy outside, and it's making it hard read the details.
yeah this is a really great one.. been talking to her on deviantart.. she was kind enough to share her diffuse map and vids along w/ the Character Sheets.. such lovely stuff for sure
You can make a wireframe material and multiple that with your diffuse maybe? Never tried it though in landscape Its an option in the material .. http://wiki.beyondunreal.com/UE3:Material_properties_(UDK)#Wireframe Maybe?
Thanks Vayne4800 :D Here's the realtime model thus far... Diffuse and normal. Any DOTA 2 peeps able to give some feedback? Is it recognisable so far as a Beastmaster weapon?
OK, did I just see Shadows being 'pulled' back on a shader level for the artist? Does this mean Half-Lambert isn't anymore a case of 'no shadows, only Diffuse term'!?
These maybe the finals but im still open to suggestions on anything at all. :) 9,537 Triangles 2048x2048 diffuse, specular, gloss, reflection mask 2 materials, one for whole body, one for + - glow