I don't really see any errors, what map type are you baking? Normals? Diffuse? Lightmaps? AO? Color Masks? What baker in what App? If you're referring to the weird reds in your padding, that's a Mental Ray issue in Max for example that cannot be solved, etc.
Yeah I think if Rage had no spec whatsoever it would be pretty obvious in every video shown! It would simply look off, since any specular highlight is view dependent ... I am 99% sure that a megatexture stamp holds at least diffuse, normals and greyscale spec ...
This is really inspiring. It's great to see people doing traditional art without using Zbrush and their stuff looking better than most Zbrush pieces. I want to practice my diffuse texturing a lot more and I'm going to save your portfolio as inspiration. Thanks for sharing Andy.
I'm happy you finally got your site up :) congratulations!. I also think something could be done to your diffuse and spec it would help alot, but I'm having a hard time thinking of how to explain it, I'll come back with something good to say hehe.
Now to add diffuse details /material definition and work on a better specular. But I think this is a nice base to start working from. Thanks dDo ;) Also need to build a nice material for the paper, if anyone has any advice / material refs for it please do let me know~
Here is the sebastien Lagrade blog.See "diffuse color" section point 2 "taking physical albedo value" http://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/ on Marmoset web site look in albedo section http://www.marmoset.co/toolbag/learn/pbr-practice
you should be able to show the alpha map in the view port by using the same method you would to have the diffuse map show in the viewport (hit the checker cube in the material editor on the opacity map). edit: sorry musta skimed the part about the errors... apologies and good luck! :)
Really liking the diffuse! I would suggest that you try editing the curves just a bit. I think it would be nice if there was perhaps some painted in top down lighting, or rather a little gradient to where the upper half is lighter than the lower half; just a suggestion though. :)
Concept sheet by Baldi Konijn. *NOT MY CONCEPT* My models so far from this sheet. I am going to do a 90% diffuse texture pass on all models. I will then line them all up and make sure they all match on the same kinds of shades and tones.
acitone I am not sure if you have to override spec, but I tend to overrride glossiness map. Not sure about coloured spec, just leave it the same as diffuse I guess. Linear workflow is one of the most pain in the arse things to work with and it seems to confuse almost everyone:)