Trevelyan > Read through it, some great feedback there! Will make a proper reply in the morning, getting late here :) I'll also try to experiment with the light / dust particle stuffs :) Just wanted to post an update on the floor and wall material, added in some spec/gloss and hoping on revamping it all in the following…
Well, the screen is only 1600 x 1200 , and the color accuracy probably isn't that great (both due to specs and age). If you want a screen for drawing on for $500 I'd recommend looking at alternative brands like Huion / XP-Pen / Artisul / Gaomon / etc. instead of buying a Cintique that may be on its last legs.
So much win! I actually really love this style, and tried to get someone else on board to make a Unity game in a similar style a while ago. Didn't pan out because they were convinced games couldn't be made at such a low spec and still be viable in the market these days -_- Anyhow, good luck on the Kickstarter :)
Yeah about bricks, i made 6 single bricks and than build a wall with it After that i bake all this geometry to plane About bricks material(It`s vertex blend material between bricks and concrete) Here some screens that i think may help It`s a whole shader Gloss Spec
I'm starting this thread back up. I've been trying out some color schemes and this is one of my favorites. I posted this on G+, and have gotten some feedback for it. I'm still trying some slight things with it, and for that reason there's no spec except on the volute springs. Let me know what you think!
this is interesting. I haven't dealt with custom shaders before so bear with me. So I understand it right I should create a custom material output (like clearcoat for examople) in Unreal 4 and plug my detail normal map in? And this node will take a normal map and calculate a separate spec pass, right?
Yeah I think i'll try to add some dirt in between the tiles :) as for now I tried to bring the texture in unity, add a normal and spec map just to see how it works (I didn't bother with the tiling but it doesn't looks so bad) EDIT: Fixed the tiling and added dirt in between the tiles
Erm, no. Saving everything as linear can actually cause compression artifacts, especially in the low end of the value range. Data textures (such as normalmaps) should ofc be linear. Keeping spec and gloss textures as srgb is fine (you know, as long as you convert back to linear before you do any shader computation with it).
Finally got it on the model. Had to make some changes to the grip since it didn't project well. Just going to do some general clean up and some burn and dodging here and there and I think I'll be near completion with this one. I don't want it to get overly complex and out of the Mil-spec tier.
My guess is they use Batch Bake (mental ray), if using Maya. And the Use bake set overide (only lighting). Then choose your persp camera to bake from. Then its all down to getting the right angle of light hitting your model and tweaking your material settings to get the best spec highlights.