Ok, so say for example I had a brick. Could I take the base color texture, and in photoshop, play with the hue/saturation modifier till the texture appears very white (because brick has a very rough surface), and that would be my roughness map? Could this method also be used on all textures?
Damn, very cool! I have to say though, if I were to make a constructive criticism it would be to modify the little lip ahead of the foregrip. It looks a bit silly. Perhaps either fill it so that it's non-hollow or remove it entirely. If it were up to me. Can't wait to see where this goes as far as texturing!
Which exporter are you using and what is it going into? FBX? OBJ? Most of them interact with the modifiers in different ways depending on their settings. Some will break the geometry along smoothing groups or UV seams which doubles the vert count along those breaks. Others will re-number the verts hosing morph targets too.
No, it's all 3dsmax, I don't know how to use zbrush (yet!!). It's just a bunch of intersecting sphere primitives with a noise modifier along each strip to give it some variation. It got pretty resource intensive and doubled my filesize... Probably because I gave the initial spheres too many sides. :I
line the end points up to the 2 pieaces of geo you are trying to connect to, than, rotate and pull the corner out to keep the shape. or just eyeball it with the bend modifier with fine increments, is all i can think off for max. things like this are a bit easier in maya, since the bend deformer operates in radians
Unwrap each individual part then attach the objects together in your 3D package at least thats how I do it in 3DS. Then you can open your UV modifier and put all the separate pieces into one UV map. Not sure how to go about it in other software though sorry for my ineptitude :(
I modified it a bit using you guys' advice. I have ambient occlusion and bloom added to the scene now, but one of the problems I have is getting the shadows to bake properly on the conduit/wall on the right. I want it to look like this. Any advice? Gonna try and finish the textures this weekend if possible for the assets.
@MrHobo I tried mixamo! Unfortunatly the skinning got all fucked, specially around the shoulder area, I tried to fix it but somehow it did something weird to the skinning where I couldnt modify the enveloppes, I couldn't fix it unless i wanted to skin every single vertex one after the other
Well he just mirrored his 3d model. The uvs of both sides are overlapped so the texture looks symmetrical. It's a common pratice to economize texture space (and time). You unfold one side of a model, add a symmetry modifier, and you're good. Usually for symmetrical stuff, you model with a symmetry modfier on anyway.
Yeah, I see that too. Damn, damn, damn! I'm just going to leave the padding there unless I go back to fix the pants. I guess I should hey? Oh well! It's really hard to get that baggyness in MD without it going overboard on the folds. Stiffness modifiers really don't help.