I get what you're saying, I wish I had more time in the challenge to look at reference and do some concepting. I touched it up a bit, played with the lighting, and turned the spec maps down just a tad, before I throw it in my portfolio. Critiques still welcome.
Haha, awesome, I just thinking about this, nice! I'm interested on how it looks with a Compressed setting for the Normal map. So far I know Ashikhmin-Shirley is somewhat gets rid of the nasty artifacts for the Normal/Spec combo when they're compressed, I was wondering if this could be a cheaper option.
@ Superdenny707 : My material is the most simple material ever ... Just diffuse, spec and normalmap. I change on the mipmapping generation with a filter more sharp. I use a post process chain with a material for the outline. For the color in the postprocess, i use a Color Grading. If you want a screenshot of anything, tell…
Highly visible polys. Usually with a high luminosity value. You place them off camera to give your reflective surfaces something to work with. Helps get the natural sharp highlights instead of relying completely on computer generated spec/glossiness They are often used with 3D cars to imitate that showroom feel.
I love the design of that sword, it has such a great look. But I dont know what it is about the ingame images that feel a bit off. Maybe the normals. The current shading seems a bit, "inflated" I think is the word. I think the spec needs to be a bit sharper maybe. I dont know.
This is more of a request based on personal preference rather than an actual critique, but any chance you could bump up some cool colors in there? Perhaps in the spec map for the metal bits. I've always had a preference for bright colors and I think a bit of cools would pop out the warms.
I just wanted to say thanks to alex for sponsoring the monthly comp with some handplane licences. That was super kind of you! Mihal, I like that club a lot, but I think you could get some better renders off with cool pearlecent spec colour and more dynamic lighting. :D
XXXTHECHAD: Thanks guy, I fixed the normals! So I think I am done with this one, gonna move onto a sci fi fighter arena environment and another weapon. I think this weapon looks a lot better in engine, the spec makes stuff pop, hard to capture it in stills.
Very creative. I love heaping huniks of junk. your spec maps are looking good. IMHO the cover is cool, but if you really want that amazing stories look, try a wide angle lens and make the top of the bot enlarged. it will be more dynamic plus show more detail. just a thought
Here's a little update on the highpoly model. Im learning ALOT doing this. So far it's been fun and very stressful lol Still alot to do. P.S. I used the default material, I just added 60 spec and 60 gloss to see if there's any errors in my highpoly :D