Specs cpu wise doesn't look that powerful. Its using a 600 vs 800 snapdragon. Qualcom recommends 800 for smart tv's. That being said, still more powerful than 1st gen Ouya.
Enh, the scale is off and it needs more iceberg.... That being said, holy F, fantastic work. I do think the specs are a LITTLE much in spots, but im no modeller, so its probably just me.
What does the model look like in engine with a dark ish grey diffuse and a medium high spec and the normal map applied? There is something very wrong with the bake if that is the normal map applied to the diffuse in the lower picture.
Nice render but how would it look like in game engine? And where is the WF? How much polys in the scene? How big are the diff/nm/spec maps? Have you done it from a ref or concept?
Metal materials rely heavily on specular highlighting. If you don't yet have a spec map, get one going, and have the metals be pretty strong compared to other materials...that will give you a good start.
I love the way my props look great in the 3ds shader, but as soon as it hits unreal it either looks like it has no spec atall or the normals don't look like they work :S will figure it out.
Ok, so it's this GLOSSINESS map that I need to check out. I'm using Marmoset at the moment, and I made a spec map, but that didn't solve my highlight size issues. Thanks so much guys!
Yeah the specs seem near identical except for the HD3000, which is good if you're building a HPTC and want to save space. It's useless if you're going to have a dedicated GPU, so the 2600 might be the better choice.
Thanks Eric! I figured as much that a seperate ID was the way to go. So I just make a unique tex on my own with a norm and spec map, then create a custom mat inside Ddo right???
thank for your comments vassago I'm agree, the normal and spec mappig would be very cool for the Glest environments; but we develop this game some years ago and in that moment this isn't viable :-( Some models more: