some better lighting if slightly over-saturated. she's positioned in a wip map being made by a friend. need to finish up the diffuse, and work on making her skin look less "oily".
Well the more diffuse area will reflect lights from a wider range, whereas the glossier area will reflect a smaller range. The range that it just happened to be reflecting didn't have light in it I guess.
Ok? So what is so amazing about this? It's diffuse and baked lighting only, didn't someone here get baked lighting working in unity, and that does normal maps and spec maps too?
Am going to resurrect this thread.. How do I paint them directions on a map like this? Diffuse Map I baked the hairs with a gradient green to red.. Am I doing this right?
Not too shabby. Careful with your diffuse though, you don't want too much of a range of black to white or things start getting noisy, main offender being your rock textures.
hehe XD here's the complete low poly gun with normal and diffuse, rendered with Unity3D (directx9 I think). I'm supposed to do this 'modular gun', the top part upgrades to other stuff!
Hey thanks for the tips! yes I have the skin shader setup, I desaturated the diffuse a bit. Added some gloss for the armor and messing around with some makeup/war paint stuff
And texture and diffuse added. Still gotta work on those crystals a bit, but I think I will do that once the scene is actually fleshed out more. Any feedback on this first piece is appreciated :)
I think the texture (diffuse) could use more variation to th red/black you have going on (ie: make the legs different materials than the RL's). Otherwise she's a beaut.
you mean models. you can't slap a stewie skin on a strogg body. skin color is easy, open the diffuse map apply an overlay in photoshop in multiply mode, experiment, save... blah.