isnt the whole scene post processed nowardays anyway since the renderer only creates them passes(diffuse, specular, normal,depth) and the rest like lighting and shading = one giant horny pixelshader over the screen buffer one does call that deffered shading
Like Kimon said, the number one problem with your texturing is the very blurry diffuse and the lack of material definition. But to give you any good pointers it would help a lot to see the texture flats of one of your characters. And in what engine did you render these?
Awesome model ! Maybe some SSS on the ears and skin would have been cool ! I also find his skin is maybe a little too uniform, a little color variation in the diffuse and roughness could have been nice. Those UVs tho wow
My model appears black on my chrome browser in the default shaded mode. When I turn on the flat shaded diffuse it looks ok, but it cant seem to view normal maps ans spec maps. Has anyone experienced this? How do I fix this?
If you read my post you will see that I plan on doing both ;) @TychoVII The only refs I used were the two images posted earlier in the thread :) Will continue working on the diffuse and spec maps, still some ways to go before calling it done :)
i'm baking normal map... with or without the ao diffuse it looks the same... actually just the ao looks ok no seams, but when i enable the normal the seams appear... yes i have offset'ed the symmetrical faces. only the selected faces are in the main uv space...
so when i make an environment in maya i should do so untextured but have the UV's and textures ready so that when i import it into UDK i can simply assign the textures to the diffuse channel on specific objects? Am i right in thinking this?
I say we all revert! =p Cause we aren't really ready for an upgrade and I don't think we ever were. Also youtube has not made a good change at all, is their a revert to old style layout anywhere in there? Bring back the Diffuse. :)
run meshcleanup command couple of times or check whether it disappears at higher subdivision levels. if you're intending for baking a normal map then I wouldn't be worried about small errors like these. they will be less visible in the normal map especially once the diffuse and other textures applied.
If you plan on using this mask to change the colors dynamically, you should make sure the part that's supposed to be dynamic is white on your diffuse by default, so that you can easily multiply any color in the shader, don't export it with a default color already set up.