so, time for some iterations! been working on seeing if i can improve the diffuse texture next, got to look at all my mask textures and see what needs improving there...(a lot probably)
The Y shapes also look like a common error with diffuse cubemap lighting, when the cubes are not prefiltered properly. But these do look more like UV/smoothing problems from the original source mesh.
@jmt actualy im not shure yet, maby there will be light coming out of it, maby fire or maby blood flowing out of the holes. i´ll first finish the diffuse and then see what fits best
hmmmm... The issue i've been struggling with this model as far as texture is the variation. If it becomes too varied in my diffuse map, it stops looking like a heavy metal alloy, and starts looking like a rock.
Thanks PatJS, ah that's what is happening then as my diffuse is very light grey currently. I'm using a reflection map in UDK but as you say, not a lot is coming through as the grey is limiting its effect.
Finished the normal map and AO today. Brought it into Marmoset as well as UDK to verify and everything looked great, so it's onto texturing. Rendered in Marmoset with AO in the Diffuse and normal mapped. AO Normal Map
Very cool stuff. I like your texture work alot, although it looks like there is too much spec painted into the diffuse? Either way, I like the style. Thanks for the tut too.
This is what i have for this SKREE creature with a diffuse, normal and spec map applied to it. I made the carapace shinier than its flesh and the toothy bits and i tried to make it insect-like. crits?
i agree with all the comments,the diffuse needs more work althrough it does look good anyway.And you should really remove those tail scales,or make em darker.Overall its great!
I love the style and awesome work as always Josh. Looking forward to seeing this in 3D. What kind of specs will you be building these models to (ie. poly/texture budget, just diffuse map?)? -caseyjones