I'm slowly coming to an end with this angry boye. I do want to try to start adding wings as an excuse to playwith emissive maps! Edit: Diffuse maps only -- no lighting involved
Hey everyone! I want to showcase something im working on as a freelancer. The model will be diffuse only and currently it weights at 6100 tris. I have a limit of 7000 tris to spend on other accessories that he might have. Any crit is welcome,thanks!
so ive been playing around with imagesynth which is pretty awesome, only problem with it is you cant work on textures that are part of a set like bump/spec/diffuse textures. anyone found a way to get imagesynth to faithfully repeat its results?
Having a lot of trouble getting the normals to smooth correctly. Trying to paint diffuse but the weird shading makes the mouth area look pretty wonky. Not really sure what the cause is. Is my topology just all wrong? Any ideas?
This is my largest scene to date, and I would love to hear your oppinion along the way! Semi-modular pieces to be assembled into a great hall. Im thinking the assembled pieces will look something like this: The textures will be diffuse only:
I would say that Scruples's method is better because you can completely get rid of diffuse seams, and you might be able to reuse this texture piece for other tubing as well.
It does feel flat though, and in reality there is very little true white light sources, but that's fine, I still feel that the spec and all that is not showing, it feels like it's all diffuse atm.
I was going for somewhere in between, honestly. I know I don't have the skill to try realistic but I wanted to push for it. Here's the diffuse: So push for more highlights and shadows?
What do you mean by "real"? Right now it has the diffuse and a translucency map to define where the sss goes and instead of using a subdermis map I'm using just a color