Hi guys, Thanks for the feedback. This isn't a game asset. I want to only practice/discover stuff. Thus, high res textures and fine details. I gotta find some interesting color scheme as you mentioned though. But here's the head for now, let me know how I can improve the texturing. :) Danke.
Thanks for the suggestion Synaesthesia! I guess you are talking about the work resolution that 3DO previews the texture in? Unfortunately changing it didn't have any effect on the problem. To be sure I also tried a smaller texture resolution and set the screen resolution lower. I tried the same setup on a different pc and…
ya thanks last night i was talking a to a guy on Youtube who created a similar effect to what im trying to achive, and i got it all worked out. im working on several effects and when i get it all figured out and done i will mostly likely post them on the forums and explain how.
Hi everyone, Thank you for your critique Shepeiro. I reworked the diffuse almost from the ground up, adding scratches, welding and areas with chipped paint. I hope that's what you where talking about. I also agree, its too early to be thinking of gloss maps, but its a requirement and turn-in is Monday :( Cheers
Hey Zalek4! :D Sorry for the delay, I had to set a new computer up! ^^ Thanks for the tip! I'm actually looking at a Substance Painter tutorial that talks also about the spacing of UVs. But I am wondering, what good does it do to have packed UV's? I understand it's to optimize a map/texture, but is there more to that?
Chidambhar_Swaroop, Thanks! :) hmm_rock, Not using POM in UE4 due to extreme performance cost and also not working properly with decals when they are placed on anywhere other than 100% flat surface. Tack! Bit more work. In addition to the moving sand on the ground, there's now Heat Haze and fog/particle sheets, making it…
thanks Vaillias. I think I get it now. I thought i might have to go in and change how the cubemap was set up! I have the vector transform set to Tangent/view. It looks ok, and it will pass for my portfolio. (and i just realised this should have been in the UDK section of Technical Talk, -sorry!)
cool, thanks guys. I'm trying to work with a few guys from SF academy of art, and from talking to them they sounded like they use a lot of maya and are kinda snobs about it. The project as a whole is suposed to be about learning, so I'm going to go with blender for now, and if they dont like it then I will be looking for…
I don't know much about mmos thats why everything was using small textures. From the people I talked to they kept saying lower res. So I'm glad I finally heard different. A quake 1 mod? wow haha Thanks for the feed back. I'll add it to the list of stuff to rework
Thanks for the tips man, but I'm using maya and mental ray. I just got max, and I'm super new to it. Pretty sure it doesn't ship with vray. I do multiple passes including AO for PS compositing if that's what you're talking about. Cheers for the link, I'm sure one day I'll get to vray :)