So much better, I'd make the highlights on the gold pop a little more, unless you are going to do that with the spec. But I'd kinda like seeing this guy as 100% diffuse as well.
No, he's right. It's like that super weird diffuse/spec/normal phase we went through. I mean, 3 textures for one material? Come on. It'll never catch on. :poly142:
fuuuuck thats looking good :] so tasty. What's your workflow for retopping and texturing? I'm curious to hear how you're gonna translate the delicious zbrush detailing into the diffuse. Inspiring!
If it's old the look you want. You can easily show that on the blade via diffuse and specular . Old blades typically will dark and have a noise over the surface that gives it a brittle look.
Yes, I'll make it available here when we release 1.6 as it supports external texture sampling in the shader so you'll be able to use custom diffuse warp gradients for example.
Yep, what Jordon and ivars said. Alternatively you can apply a white material to your scene objects, add lights and bake a diffuse texture with lights and shadows turned on in RTT.
Hey Fellas, Thanks for all the crits. I'll be making new spec maps soon, just wanted to post some diffuse work inside UDK. Lighting is still basically default
Nay 256 - 512 diffuse only :) if you mean the images on this page hehe Thanks all was great to work on a game for real! excited about moving onto Routine now! :D
yes ofcourse :) still working on the diffuse, will define the metal more, not that great at texturing myself so I'll check out refs for that. Cheers for the feedback! Low poly and high poly and the flats ;
Awesome stuff! Psstt... when showing off a normal map keep the diffuse gray and put the normal map in the bump slot. That way we see the effect but aren't confused by the colors.