So, I got the results I wanted with with baking an EMB cavity map from the normal map in xNormal (Thanks Noors!) Here's where the texture is at with all the map bakes applied and some painted details in Photoshop: Working on integrating that grout better, haven't really touched that part yet. Thanks again for the replies!
Loving the design on those, but can you provide us with a larger pic of the tripod's mounting? It could be just my eyes but it looks to me like you got an inverted normal map there, which caused the black edge on that round thingy. Might be wrong though. What did you use to bake it? 3ds or xnormal?
You're right! I've taken a stab at reducing the geometry of the props and added weighted normal + hardedges to the reduced low poly. Thankfully it worked out well enough I think. The results are posted back on Artstation. https://www.artstation.com/artwork/xD0ZVX Reflecting on it now, my workflow was to build a mid poly…
Thanks guys. I'll be adding some definition around the corners for sure. There is no need to keep myself from going over 3000 triangles anymore. Might as-well create LODs for the house. @Brygelsmack : I useally work with stones that have less then 40k polys. Smaller stones need even less polys. You might wanna turn on…
I'm going to guess it's the normals of the mesh. in 3dsMax, throw an Edit Normals on and check out the normals in that problem area. Use the move gizmo to adjust their pointing angle - that, or that need to be split, which can be done in the Edit Normal modifier (called break, will split the normals based on the selection…
Thanks so much to you both! I really appreciate it. I'm starting to get into some of the texturing now, but its more a big experiment in marshalling content between blender and painter, i've never really worked at this sort of a density before and even the UV mapping which would normally be very straight forward starts to…
Hi everyone, As part of my MSc Dissertation I have chosen to produce a Monorail Station set in a retro-futuristic theme, using the UDK to present it. Below are a couple of mood boards that I've been using. I've been trying to aim for the same clean glossy look found on most of the vehicles/concepts shown, while using…
Hi there!! First of all, I wasn't sure about the thread title because I would like to include also some of my character works but I'm really focused on environment :D To introduce myself. I'm a Spanish guy studying the 3D computer games design MSC at Stafford University. I really want to improve my portfolio and I was kind…
Make the SSAO a little more intense, and add specular to some of the plants; like the flat ferns. Small leaves can have specular too depending on the species, if the leaves have smooth surfaces or slightly soft surfaces. Where the first would be more glossy and the second would have more of a highlight effect. I would also…
Base color goes in the albedo slot. Metallic goes in the metalic slot, but first you need to change the reflectivity model from specular to metalness. Normal goes in the normal map slot in surface. Roughness goes in the gloss map slot. If you're using roughness where white = most rough and black = most glossy, click the…