It's a generic 3ds max biped, works fine :) ofcourse, the real texture is the in the earliest video, I just changed the diffuse to look more like Teemo (hey I tried) Rig link in the first post if interested!
I rebuilt the lighting in preview mode. That is the picture above. And the Material is just a texture connected to the diffuse. I am going simple, and learning along the way. So I can catch the problems easier as I go.
Thanks so much guys :) ,and HP thanks for the advise ill keep that in mind and be careful of that :) and here is my UV map you wanted to see snake. Just my Normal and my temporary Diffuse to see the details.
Yeah, even without the paint over I could tell there were major issues with accuracy. Plus I would put some more love into that diffuse texture, and possibly even add a specular map as well.
Thanks Xaragoth, I really wanted it to give people the creeps. I figured I have to actually put scratches through the normal's, I thought I could get away with doing it in only in Diffuse but no success.
Sorry I didn't clarify, I guess I meant just hand-painted diffuse compared to doing any kind of PBR workflow on a stylized character. Most direct examples being WoW compared to Overwatch.
need to work on the material definition for your tiles, urinals and sinks. those (i'm guessing planks of wood) are too dark in diffuse. the radiator has no specular by the looks of it. Also, this restroom looks more than abandoned. lol.
Nice work. I think the floor is a bit distracting, and the reflectivity could be taken down a notch to better blend in with the rest of the environment. Maybe use a darker diffuse for the plates? But overall I think it's a really nice scene.
Thanks for the tip, unfortunately it didn't help. But the problem got fixed by exporting the model as a fbx and importing it to 3dsmax again. Final version can be viewed here. Edit: Still no diffuse, but I hope you like it anyway:
Finished baking the AO and normal maps: Getting into the home stretch. Still have a couple things to fix about the AO bake, but I can handle that at the same time I'm working on the diffuse texture. Onward and upward!