You can see the bluish spec at his ear. Im using a material tree from the other player models as the base and it has like 138 instrutions, dont want to get into it and mess things up. Anyway the sss is only seeable in character customization.
I was just wondering if UT3 is something to go by regarding budgets? For example a simple cardboard box, from memory, was something like 110 tris with 2048x2048(?!) diff/normal maps in UT3? Show me another game that can get away with specs like that :\
what kind of game is this for? If it's first person I'd personally be inclined to give the black tape some more geometry to make it stand out from the surface of the wood more; so like two loops top and bottom of the tape. I know you have that end bit there, but more would be good imo Maybe push the spec highlights a bit…
@Crazy_pixel I agree, I think more spec maybe even drool geo would have been nice like @ThisisVictoriaZ pointed out. @pes yes that makes sense lol, didnt really think about it. Thanks for the feedback guys!
Oops, it has been a while! I got caught at work for a while with not much spare time. Time to finish this little sucker. This is my first character, does anyone have any pro texturing tips to give me? (note- no spec attached)
you can use it to get grey scale masks of concave and convex areas, very usefull for masking dirt and grime into certain areas, and what it is mostly used for is getting easy edge highlights to put in your spec or for masking scratches for your edges.
Just a small thought, and if someone was even able to do this it would be nuts if they were both up to spec. But can someone enter both sides of the competition? I didn't see this in the rules, but could someone do both the enviroment and character side to the competiton?
Thanks for the comments on my piece. I have really enjoyed watching yours come along. The only thing that sticks out to me is the sword could maybe use a bit more spec on the blade, giving it more shimmer. Great work though!
Any news on fixing UE4 exports to be correct compared to what you see inside the 3DO viewer? Right now you have to adjust the final texture maps a lot for spec / roughness and metallic to behave predictably inside Unreal compared to 3DO.
Here's an update. The next step here for me is to continue to experiment and research the Xoliul shader's lighting ... not having much luck just yet getting it to do what I want. Thanks so much for the advice everyone. There are no spec or normals seen here.