The texture on the blade looks more like stone then metal. It helps to put a tint of blue in your diffuse when making metal. I think your specular needs some work too. Keep up the good work!
Hello After baking complete light i get only diffuse texture without a shadows or light. When i am disabling visibility of highpoly model (which i dont have, just using lowpoly as hp), it gives me a black color texture What am I doing wrong?
Hey guys. I know theres a few different methods for using decals Im not sure what is the easier method for what i what to do, havent done much with decals. I just have some white text logos that I want to place on walls that just have diffuse maps. Thanks.
Hey polycount. Is it time for another comp character art comp yet? I would like to suggest 2k tri and 1024 texture limits. Diffuse / Spec. If anyone else has other preferred guidelines lets collaborate. Also if there is a spot on the forum for this kind of stuff, let me know. :)
just curious, if you can say. or at least confirtm some specs for me? i'm thinking that most war characters tend to range from 2000-3000 triangles, with a 512 diffuse + spec map? is that about right? basically, i'm looking to model some WAR spec characters for a project.
Hi all, I am looking for someone to create this tugboat. Up to 20k polys 3k Collision mesh 3k lowpoly LOD mesh Max file perferred, Maya OK. 4096x4096 Diffuse with AO Spec Normal Please send me a PM with a link to your portfollio and asking price to complete this model.
So this guy has been "done" diffuse only for a while now. I decided to apply a proper spec map and light him correctly. Here's where it is at pre-spec map. Any advice on anything so far, or advice on making a good spec map is very much appreciated
This is A (male) character for A video game that I am making, My Poly limit is 12-15k tris, It can have Five 2K (2048x2048) texture maps Diffuse, Spec, Normal, AO and Gloss. Let me know what you think, Any and all input is greatly appreciated.
Hey there polycount. I wanted to share my Blizzard 2015 environment art contest entry. It is called Gorlock Grubs. Featuring authentic Gorlock Cuisine from Rainspeaker Canopy. The scene is built in Unreal Engine 4. Textures are 512x512 diffuse, save for the banner which is 512x256. Post Mortem feedback is welcome
Some of the textures created in Substance Designer Some of the textures created in Substance Designer Detail Lighting shot of the scene (no diffuse) Wireframe view You can see the Arstation link to help a bit ^^: https://www.artstation.com/artwork/ry4qa I hope you like it, all critics and feedback are welcome!