My progress so far: Attachment not found. I'm trying to add as many details as I can. @Port-Seven - great perspective and the couch looks awesome. Looks like it's actually been used. That slight difference between the diffuse of the base of the couch and the cushions looks nice.
Since we don't know what kind of technical requirements you were allowed, many of us can't comment. For example, was tiling allowed? Floating geo for the windows? How close would you get to the model? Only diffuse map or Spec allowed too? Etc.
You can put a beauty shot with everything, and a normal one with another perspective to show that. What does it matter anyways ? All you can shop can you shop in the diffuse right away anyways or do with lights easily. Also you can write "No PP"
Those fingers do look kind of long to me? Also, if you have the clear goal of using Unity, I'd definitely recommend previewing your models in that engine - might save you a lot of time re-tweaking diffuse and spec textures that look different in marmoset ;)
I might have a go, I was thinking of making my character from Diablo 1; it's my chance to make a woman without boob armor or battle-heels. I might up my specs since there's no limit, 1024 diffuse and 2k triangles sounds good :)
Hi everyone, this day i almost finished some little crate and barrels with the normals and the AO. It remains only the diffuse. 180 triangles for the big box, 100 tris for the little and 216 for the barrel and 370 for the other. I would like to have a visual style like TF2.:)
the teeth! looks great Kp, maybe make the fingers a little more obviously separate, a little keyline in the diffuse or sculpt up a bit more there. I think just sticking all the armour bits on one texture sheet would be the best way to keep things efficient
That's fairly simple. Just a standard material with a falloff put into the diffuse slot, first colour is set to a dark grey and the second to white. Falloff type is set to fresnel. Then I placed a spot light to light the car.. /e: ajr2764, there are no brake disks yet, that's part of the rims of the Lancia.. :)
Using a falloff node for the diffuse lets you define a color gradient to be mapped across the surface using facing angle, light angle etc. This can help create skin so that you can fake SSS by making it go slightly red near the edge of the lighting.
Yeah most likely dx9 shader... If you want to render all you have to do is apply a material and add it as a bump map, select normal bump when it asks for material type and select your texture... Then set up diffuse/spec maps/etc maps