Progress Thanks you, Grimm_Wrecking. I did overdo the metal scratches a bit. I will try to make the scratches look less deep with the diffuse. Hopefully the overall coloring is better. I will keep going, crits and comments welcome. Thank you for looking.
If you look at his job posting it's a humanoid hamster character I do similar anthropomorphic animal characters at work, about 1500 tris and hand painted diffuse only textures - the turn around on model & texture is typically 3-4 days.
Well I'm glad you're digging the textures on the shield. If you're curious it was simply a matter of bumping the contrast on the diffuse and using it as a spec. I'm working towards improving the scratches and damage. Good luck with the bow edits, I look forward to seeing the outcome.
Okay, nice hack but you might as well cut out whole baking process and generate your normal from diffuse. Because resulting map doesn't have any big or medium surface definition left, just surface dents and noise.
Hit a bit of a bump doing the diffuse for the very bottom part of this model. I had a hard time getting a pattern for the bricks to look right. Eventually I got it but I'm still not sure. So here's an update on what I've done today.
SA_22 Thanks for the help...so here i am again trying to upload the pics of the ancient pillar i am trying to make for the game environment. WireFrame : http://farm8.staticflickr.com/7115/7802225966_d87acae6d4_z.jpg Edge Problem : Normal Map : Diffuse + ambOcclu
Low poly mesh with norm set as diffuse: High poly mesh used to create norms: Thanks for the reply, i know normal map isnt great as it is just a test before i add detail and sort out settings etc... TenaciousMB
That metal material is way too bright. Way too much contrast with the other armor parts, and distract the eyes. What kind of grey did you used? You should think about making it darker, darker grey diffuse, the reflections will brighten it.
Quick question : Did some quick uv-ing of the window part and textured it with a tileable texture : with the diffuse map looking like this : (The black part for the mirror) Don't mind the overall quality of unwrapping or the map, was just wondering if this was the way to go for objects like this?
I get asked how to do this daily. Finally I have a reason to write it down. Here's something I whipped up right fast. if you need your dirt to be more visible then just up the opacity in the diffuse some more.