Don't really know about any tuts but I think you could work on the materials more. Materials are just as important as lighting. The light bulbs seem to be contributing less light than I think they should. Your walls/floor diffuse is probably to dark to bounce around GI.
My math's not great by any means so correct me on this if I've completely messed it up - couldn't you fit 8 512x512 textures into 2 1024x1024 textures? So you could do 2x512x512 diffuse, spec, gloss and normals. Or for the second example, a 1024x1024, 2x512x512 and 8x 256x256?
Loving the hand painted texture work, your props look very good. Hopefully one day Ill be able to get into doing some handpainted work. The environment looks very close to concept art with the style you have there. So mainly your painting in the lighting in the diffuse maps?
ok i opened youre youtube link and saw your wrote about this - thank you - but in maya and mental ray were we should loud this map ? for example for sss material in mental ray wiche atribute in it sitting is for this map (i mean for example specualr plase ? or diffuse and like this )
@Avis Para.doc's it's not a bit depth issue. As @perna mentioned when I resave the same PNG file as TIFF it works fine and there are no artefacts. I'm just wondering what could cause these issues, of course making a diffuse would hide such small artefacts but in any case it's still a small problem.
A bit more work done - here's the rock piece I'll use to vary up the design. I keep going back and forth on the diffuse texture, but I think it's looking good so far :) edit: Does anyone have any critiques? I feel so lonely lol
Alright so if I poly paint 2 million faces and render a diffuse map at 1024; then it is as if I am shrinking my image down in resolution when I bake the map? Are there any special tips for maintaining the integrity of the higher res poly painting when I bake the map?
Yeah awesome hair! Well done with that. Does the hair have a normal map or just diffuse/spec? Colours are looking nice as well. Only issue I have is the hands look really thin and flat. You might be able to fix that with the rigging and pose you do with her hands.
It will give you a color map + alpha, and a normal map. It wont take into account shadows or lights however. If you want the shadows included, again I think it would just be easier to render a single frame and use that for the diffuse color. Thanks, and yup (it was mostly a test at using Zbrush's Zapplink)
it looks like hues on your specular map are the same as hues on diffuse map. this can work well for certain materials however stuff like varnished wood or rubber cable should have more or less white highlights. to achieve that their hues on specular map should be the opposite of original hues.