I don't find a decent way to unwrap this prop without overcome the canvas. As you can see in the image here's my uv, some parts are very small, and have a huge space to fill. This object will have textures like normals and diffuse, i don't want distortion in the texture. Low Object for a mobile game.
Hey, I could try to do the creatures. I'm relatively new to this, but I've done some monsters before. Can retopo, UV, bake highpoly to low, pose and paint diffuse/albedo texture if needed. But I'm not good yet with other textures/materials.
I figure it was for that poopipe, hence me doing my painting in zbrush, ie the base diffuse. I still think it s a bit of a weird program, but will have to add it to my list of things I will forced to be enthusiastic about, like marvelous designer etc
diffuse normal specular Looking back I probably shouldn't have made the door part a flat simple object like I did, so I'll keep that in mind for next time. Anyway yeah, what am I doing badly on here?
Hey mate, you can check out vertex magazine it has some articles about diffuse stylized texturing you might find interesting. They are not totally spot on for the dota 2 artstyle with lightmap using and whatnnot, but it can give you some insight.
Ok, I've baked the AO and cavity maps. Also popped in some text, serials and a logo onto the normal map. Working on diffusion and spec at the moment. I re-baked the normal map again to try and fix some issues - some fixed, others not...
Which dinosaur does it loke like? It's OK as long as it looks like a carnivore one I think. Here's a bra update: The spider web is too bright but I'll make it dark in diffuse and high in specular like metal. That'll look better hopefully.
What kind of shaders do you really need? In fallout3 you have enough to carry any standard art-asset with, diffuse texture, normalmap, specular, illumination if needed etc. If you just want to experiment with some custom shaders then unreal engine.
Excellent work here. It would be cool to have a bit more emissive spots other than the one on the bottom (thats being picky though and it would really depend on the style you shoot for ;) ). Cant wait to see how the diffuse/spec turns out. :)
alright. No i made the model from scratch, i did make a high poly and then bake it to a 4096x4096 and shrunk it to 1024x1024 (Res in photoshop was 72 btw) ok here is the unwrap Diffuse: Any info u need just ask and i will tell you.