It looks like your spec maps needs adjusting in your material. A lot of making a object look good in cryengine is down to your material settings. Just play with it. You can also try adding a enviroment map for the metal
Thanks I completely agree with you. Personally I am feeling that the whole clean look is very uninteresting so I am changing it to a bit dirtier version. I adjusted all the textures and spec maps and here is the result.
_Shimmer, check the unreal technology pages (unless you already have) for general info on asset specs. http://www.unrealtechnology.com/flash/technology/ue30.shtml I've always liked unrealEd, and can't wait to get me mitts on this one...
Awesome work! Would it be possible to see some wireframes and maybe soem specs (like texture sizes, vert count etc.)? I'm working on a weapon for a FPS myself at the moment and some reference points what to aim for would be nice. :)
Neox. Thanks,... got it in marmoset now and the spec is dead, like in the renders :) am working on it. Thanks again for the advice and direction. JohnnyRaptor, Thanks, dont know what it is,.... google time:) Edit: Just downloaded it (UDK) looks incredible :) Cheers.
Well that image there just has some basic bloom, so all it is, is just a bright color in both the spec and the diffuse map which will make it glow a bit. But generally you would have an extra texture that is emissive(glow in the dark).
i would like to know your computer specs because my comp can't handle over 1.6 million polys. or do you use layers? to me it feels like a gears of war/final fantasy cinematic model ?!
its all very samey tonally or it could just be that the specular is washing evrything out perhaps drop the spec on the darker bits of the suit to emphasise the shininess of the metal parts\ would make the bluey grey of the suit a little darker also
The characters do have normal maps, but they're very subtle. Used more to get proper spec than OMG bumpmaps. The character/monster textures in this game are gorgeous. I wish the same polish had been given to the environments.
some progress on texturing. im trying out a new workflow where I create textures with several uv maps. and then once the color looks good i bake it onto a proper unwrapped uv. and derive spec/nrm and so on.