I need help getting the 3Do to work properly. I probably have the setting off somehow. The 3Do previewer is not showing the normal map or the diffuse map. Initially it just shows the specular and gloss turned up to the max. And if i slide them down to zero, it'd just be white. Any help would be greatly appreciated. Thank…
I appreciate the feedback thank you! I dont plan on having any normal maps in this piece. wanted it to be entirely diffuse driven. When you say doing the lighting completely by hand, do you mean making the scene unlit and painting all the light into the models? or ?
Thanks for the info. Another random question I have is about rendering in maya. What is the best way to set up a shader in maya to plug in your diffuse, normal, spec, normal, ect? Should I download a custom shader or just use a default one in maya?
I went to a indie games talk recently where Adam Saltsman, of Canabalt and Hundreds fame, said he made ends meet when he first went indie by specializing in low spec art - is there no demand for low poly, diffuse only characters in the freelance market?
Yeah its a maya render of the low polys. I'm not sure what's up with the normals, I made them using xnormal. I'm going to redo them. The idea that I have is to do a dock with a small pirate life raft, the crate and barrel, and a canon. Diffuse WIP
Good luck for the future :> "Ability to create both hand-painted and photo-sourced texture maps: diffuse, spec, normal, alpha, and emissive" So your game is going to have 2 complete different styles ? O_o handpainted and pbr, if not why the need of knowing both style?
I agree with >rollin< here. The tires you made for example look like the rubber is in fact metal. Rubber= no spec at all. And the metal wall actually looks like it doesnt have a diffuse at all. I actually mistaken it for something you might have sculpted in mudbox.
Ok I need to ask: where did you get your diffuse for this arch and cliffs ? I know that this might be set of few maps combined, but any link or just hint where to look for such clean rock textures? Astonishing job, thanks for link, alos subbed.
Thanks! I fixed the normal map problems you mentioned as well as a bunch of other ones I noticed while texturing Textures so far, diffuse spec and normals, no alphas yet, using the XoliulShader2. I also fixed some geometry, it's now at 6,326 tris.
The variation in your diffuse looks weird, painting it so any major variations are along the entire length of the hair bunch should get you a better result. The transition from dark to light isn't helping either. & In Unity you're alpha clipping instead of alpha blending.