So...a gun that shoots chainsaws. Interesting. Is it wielded by Robot Pirate Ninja Orangutans? I think your diffuse could use some more baked in lighting, and less random gunk. Get a strong AO pass doing on the bevels on the visible side of the gun maybe? I dunno. Strong work though! Keep it up!
Beautiful prop, awesome detail, Dito on previous comments about the bolts and the rendering. You need a good AO pass and clear drectional lighting. My only crit is I actually think its just alittle too busy. But, perhaps clever diffuse painting can offset that. Great job man. SHOW MORE! :P
That box on the front middle with the two round lights on it seems to have a big shading error across it. It's hard to judge from those images, can you take a screenshot from the UDK model viewer with a single light source, no diffuse textures, and a flat specular? That'll make the normal-map clearer and easier to judge by…
ok really quick though sectaurs: so 3k is a good number estimate to look at? vig: this will be all hand painted textures no normal maps or anything the only other map I will use is a glow asside from diffuse I'll go back and add more to the arches once I get the upper area placed in
He's not focusing. He looks to the right and the left. Also the inner ayes are a bit too far apart exaggerating the effect. And they look dull in color (esp. fascinating if I take a look and the diffuse which doesn't look that bad) and lacking glossy reflections. The eyebrows on the hp work better, maybe bc they are…
glock and cars look nice. you could try adding rim light to the gun to give it more eye candy. tile texture doesn't look very convincing to me. normal map details are so rough that it feels like plaster and dirt on spec/diffuse seems like it was taken from a concrete wall.
I'm thinking gold. Which is kind of tricky to represent with just a diffuse. Definately gonna add a few dents and stuff. To match the in-game lightbulbs, the glass will be transparent. The wire inside will glow though. I'll throw the maps up as soon as I'm done! But for now, It's time to take a break and listen to some…
Thanks guys, for this one I'm just using Ndo2 for the sake of speed. I baked AO then used Ndo2 to create the normals and bake the Ao and cavity maps. It's in unity right now just using the default Diffuse and Normal shader. Right now the thrusters are just 2 pieces of geo with transparent textures on them.
Hi , thanks you for your advices but a special thanks for @Grindigo. Your link is just amazing and useful ! @silvershrimp : Yes it's a tiled texture If you have or someone else have a idea to improve again my work don't hesited. Here a render on Marmoset Toolbag : And there you have the texture (only diffuse map) :
I am going for low-poly. I'm going to use the high-res mesh to bake an AO map from which the diffuse will be painted. I know it's kind of weird, but I saw someone else use this process with amazing results and I wanted to see what kind of results I could get :)