I find rough sculpting (even for diffuse only characters) to be the best place to start. Its a great way to ascertain proportions, silhouette and gesture whilst also allowing you to make any changes to design/feedback changes quickly too.
I did some more refinements on the texture painting of my grimoire, and started applying them as gloss, diffuse, and emission materials, for today's time. Will move on to rigging and animation before I make some more adjustments on the maps, I think.
Thanks, Oniram, that did the trick. The glass is distorting quite well now that the blending is set to translucent, though I'd be interested to see the settings to only apply the transparency and distortion to the alpha and not the rest of the diffuse, but at least I'm on the right path. Thanks again!
As my contest partner can't post here because of permission issues, i am doing the post for him... The High/Low Poly mesh: The Maps(Diffuse, Normal, Specular, Gloss): The Sketch: The mesh in its early stages: The Finalized Throne:
Hey, very cool work here! Mind explaining what I'm looking at tho? lol. I'm assuming you made a highpoly, baked down normals to a lp, added diffuse and spec with this cell shader? Curious about the process here.
I just had a go with it. 2 layer groups, one for diffuse, one for spec. It doesn't seem to work with anything that you wouldn't output with the save for web dialog - jpg, png and gif only. Shame because that would be really cool :)
Hey there, Pretty nice piece you got here OnionCake >.< I was wondering which maps did you used, as I am a bit new to this... Diffuse, Specular, Normal, and which is the other one? a kind of reflections? AO? not sure about it
The material and material ID's are probably on the model already. You can check for this by going into the material editor and clicking the eye dropper then clicking your mesh. A multi-sub object should appear. Plug the maps into the diffuse slot for each one and enjoy.
Yip, the shots from Al are all unlit 100% diffuse, should have mentioned that somwehere. But those will change either today or tomorrow. I need to get him finished before the 24th, so expect some in-engine shots soon!
Thank you! :D Ye I thougth so as well, I tried to add more damage to the body in the diffuse map as you can see, but it wouldn't show up in my render. I will try to experiment some more on it later :)