No, I'm not sure what you are referring to..where above the opacity slider? and if i change it manually in photoshop I have to change it in both spec and gloss and make sure to choose the same grunge map. and then there is no way to mess around with the values of it, right?
Can't believe I missed this before now. I love the face, those lips give him so much character. I would love to see your texture flats if you're willing to show them, especially the spec map.
This turned out great! The spec could probably use some work as I don't see a lot of breakup and the fur and hair don't really read as soft. I especially love the horns and where they penetrate the head though! Great job!
Hey guys, Just wanted to post my texture progress and get some feed back if you see anything I can do or fix. Some textures are not done and my spec map is not on this until I finish my Diffuse.
reiro : those material are material instances, if you want to see how things are connected, check their parent material :) the same master material was used for pretty much all the props.The gloss wasn't in the alpha of the spec btw, but in a separate texture IIRC.
I'm feeling good about the results. This is the basic normal map before any other interesting details are added. Diffuse is a single color so far with no variations, spec is a medium grey with no tweaking as of yet. I'm glad to get on to some texturing.
No problem. I'm not sure if it's a lighting or a spec, but you can try make it look more like this. See how strong the light is reflecting, like it's a wet or something. It's also pure white, without color (not sure about other creatures, though)
Get more Photo-Ref on Tiger Tanks mate. And look how the dirt develops on them, how mud spatters, where dirt and grime get caught. I thougt Zimmerit isnt metallic, but has those specs on your tank^^
Keep going man! I think that the spec and reflections in your floor and walls could use some work. I also agree with everyone on the lighting. I do like that you're giving the space some sort of visual story telling.
I'm the same as you but I think it's best to just get the modelling and UV layout done in Maya and then use UE4 to apply your diffuse, bump, spec etc, maps of your UV layout onto your model inside of UE4 :)