of course i don´t mind =) that's exactly why i have a sketchbook, to learn ;) hey! the spec aint only a darken version! look at the glass! :p yeah i guess the vent could use a nice spec too.. the window metal is rusted so i guess isn't very reflective. the process for the normal was: --a partir do difuse fiz um mapa com…
Finished the shovel. I Did everything but the low poly. I tried sculpting the wood, it looks okay on the diffuse texture but it looks a bit weird on the model imo. Didn't sculpt anything on the blade. Feedback would be very much appreciated!
Thanks guys! Here's the diffuse texture sheet where most stuff happens. I didn't bother making a breakdown of the normal map, seeing as it's just a basic normal map with the blue channel set to mask out certain areas. ^^
Hey, thanks for update. I have an issue with diffuse light map bakes, here the link the thread:http://polycount.com/discussion/201175/marmoset-3-04-light-baking-issue-need-help#latest Need some help. Thanks.
Gun is baked, for those who might wonder what is the difference between substance designer and Xnormal, i gaveboth their chance. So here is Substance: And Xnormal: both image use the same diffuse, and it's just a default unity specular apply
"There's no such thing as colored specular" "Scale down your image by x2 and scale it back to make sure the important details get the most noticeable" "if an engine doesn't support normal maps just overlay the normal map over the diffuse texture"
I realized this car using blueprints (http://www.the-blueprints.com/) and the Internet references.This car is not for a game,but I want to do the diffuse map,specular map and the normal map for this... I made the highpoly version...Feel free to comment... Cheers
hi friends, optimised this model to 19K tris (19975 tris) for unearthy challenge. Started the base diffuse map. software : blender + photoshop Uv unwrapping, baking and texturing for first time, so, please comment and critique. Thank you.
A standard Blinn material with a low-mid grey diffuse, a high specular level of 80-100 and a glossiness of 20-40 should be fine. A high specular level is really the key to being able to spot any errors in the surface geometry.
Antaria Online 3D Environment/Character Production - MMORPG Game Welcome to the Jungle! An Environment for Antaria Online with stylized diffuse only handpainted assets, creating mysterious and miraculous feeling ❣️ Project Detail: https://www.artstation.com/artwork/A9w6ae