nice idea, are you done with the diffuse by any chance? it looks kind of boring and bland, maybe add some cracks, different color variation in there, would help set you piece off even more.
quick update: Ok, finally got my normals and some diffuse on there! Gonna add some alphas to the tail very soon. I've never done a spec map, but I plan to add one :) update:
Here's some quick changes to marv, mostly in his specular, but also some things in his diffuse has changed. [images removed - placed on top of thread] And also, as promised, here are the wires for the hunter-dude.
Hello, this is my first post here. I made a small sci-fi robot recently. It's almost done. But I still want some feedbacks from this great community. They are high poly version. And I made 3 diffuse textures in 3d-coat.
I made this cart as part of a collection of themed props to use in Second Life. The platform is limited to diffuse textures only, so all shading/highlighting must be baked onto the color texture. The cart is modeled in Maya, and textured entirely in Photoshop.Critiques on texturing/shading/model are encouraged and welcomed!
so this kind of works, but the diffuse is a different matter as the bricks are half dark/half light when tiled. will try and offset them somehow if you look really carefully there are a few artefacts where they tile, but maybe close enough
Looks better already just being unlit :) And as much as I do love that plugin (I've used it in the past) you don't need it to show unlit textures. In your material settings in Marmoset, under diffusion set it to Unlit.
I think S2Engine has a good idea there, strip the diffuse textures off the materials and take a look again, you may get a clearer example of how your reflective materials are working and a nice showing of your lighting...
heres the maps figured it would be better for you guys to critique these any way. maybe help me out with some over lay and how you did it, id appreciate your time TOP DIFFUSE BOTTOM SPEC
Still seeking a new 3D art role. Here's my latest completed project: model Modelled in Maya, textured in Substance Painter, rendered in Marmoset Toolbag. Concept by Catherine Unger. 1050 tris, 1024x1024 diffuse, unlit.