I'm a goon and found this thread helpful building my last machine: http://forums.somethingawful.com/showthread.php?threadid=3458091 The OP is continually updated with current specs for a budget, value/performance sweet spot, performance breakdown and it explains a ton of shit. It's a lot of words but there is a section…
Had my support meeting with my lecturer today: He helped me to set up a pretty sweet lighting system which has a good mix of the AO and Spec lighting. He also agreed with you about the turbosmoothing and suggested only using it as a "This is what my base geometry should look like".
Your new model looks pretty good, i like the head alot. Your specular map makes no sense though(If that is your spec map) It would be good to invert your skintone color,but not the AO. As for the teeth, i would make the gums and teeth seperate in the HP model, but make it one part in the LP
Cheers for the feeback guys and I'm glad to like it. I'll defenityly tone back the Ambient Occlusionon my next piece Texelion, kinda ran into those problems when I was rigging. I hear you loud and clear Ged and reworked the spec map for him, Hopefully the material reads alot better now.
Here is another update, still needs a spec which will definitely bring out the shiny metal forms. Looking forward to creating the detailed normal map too. Just need to texture the inside and a few other little things, like the trunk opener, headlights etc. Be great to get some feedback guys, thanks!
They are actually rendered separately: the point of my school work was to render different objects using layers (diffuse, spec, reflexion, shadows, etc.) and then put them all together to make a comvincing render. The bike is all rendered separately so that problem you're talking about will be very easy to correct. So…
Here is my initial setup in UDK. I have some rough lighting going on but it still needs a lot of work. All the modular pieces are 512x512 or less with the diffuse and normals. I still need to set up the light maps and spec maps for the pieces. I have almost all of the pieces ready to go.
as far as sys specs, I have 16 gbs of ram and I only rig and make tools. I imagine the modelers have at least that. and badass kev! i admire how you take the time to post your workflow and explain things. I hope one day I am allowed to do that :)
Very cute and cool I'm going by my memory of the Discovery Channel but I remember otters always being wet and oily. Some wet highlights on his fur or maybe a spec map might look cool But if he's riding around on his ostrich I guess he'd eventually dry off :P
Will it still work in maya? I thought they had to be squared off. and no more black area... and how do I know if the ration is 1:1? The checkers will look the same all the way around the model? What is a local map? Why are there so many maps? Texture, UV, diffuse, spec, blah blah blah...