How do I get symmetric unwraps? I have unwraped identical cuts but when I pelt them they ended up slightly different. Something that I noticed now when I was going to start with the diffuse.... The black areas is different but the blue isn't. Any idea how to fix this? Thanks!
I'm starting a new character I don't know if I'm gonna bake the AO and use it for a diffuse only model with mobile specs or go for PBR and 15k poly in marmoset Anyway, here it is, the cloth and legs will be changed, I also need to add asymmetry and more details (maybe rings in the ear or whatever)
For your concrete slabs and wall pieces are you using a tile texture for your diffuse or was the texture created using substance painter? It looks like it has good fidelity so I was just curious. Or are you just using large textures?
As in that soft glowy diffused lighting? Yes I really want to capture that, if only I knew how.:poly136: I'll see about cleaning up the seam, or maybe even just making it look like the natural cut in the marble. Thanks :)
This is what I have before I apply my alpha channel to the transparency attribute. This is what I get when the alpha channel is in the transparency attribute. Is this normal? I've found a few posts saying this is a bug in Maya. Here is my diffuse.
i checked it out yesterday. tossed the normal map in udk with just a grey diffuse and used a mix of the red and green channel for the spec.. it looked fine to me. i did have to bump up the normals a bit in photoshop, but nonetheless it was ok
Thanks. Glad to hear that it helped with the design. Here's the final with flat lighting (everything is baked into the diffuse). I may come back and make some tweaks if I have time, but for now I need to move on to the turret. Running low on time :/
The color mood is good, try to add more saturation on diffuse to make it more pop out IMHO applying a normal map would be very helpfull to show more of the details of your models. also adding ambient occlusion will make it better.
Just follow this tutorial. Automatically generated UVs are fine for the high poly sculpt. Just like baking normals, you can bake the diffuse texture from your high poly to better laid out UVs on your low poly.
Ahh yes I see what you guys mean about the shell wrapping around it's body :/ Amazing I didn't see that straight away. :| Also, I've only painted the body of the turtle, the wood etc is just a diffuse color ;)