Thanks for sharing this! Really nice breakdown. What's your reason for using a spec map tho? I thought that's just there as a leftover from the old workflow and not really used much anymore with PBR. Might be a better idea to put the color blend mask in R and use it as metallness map aswell after inverting. Then put an AO…
Thanks alot guys. I've baked all subtools separatly in xnormal, when I've added additional self ao pass of the lowpoly in 3ds Max. Texture looks flat becouse spec is flat and very slight like I guess it should be on cotton clothes. It is nothing special to say about texturing, it's basicly 2 colors + few overlays.
TEXTURING: Round 1. It took ages to fix some uvs for better texturing. Glad that week is over, but as usual I learnt so much, which is really rewarding. I'm actually really happy with the base colors I'm getting at them moment, but I'll still try experimenting and thinking about more polish and detail. Diffuse/Spec/Emissive
re-lit it to look more like the paint-over (more of an aliens resurrection type light-setup). Added that webbing type stuff as a detail normal / diffuse / spec. turned on post processing in udk to unify the colors a little bit more. Was still gonna add more to the material differentiation of the metal and the alien goo,…
Download the original weapon from the character you are doing and compare the maps to yours you'll see straight away Red channel mask 2 I know shouldn't be black ,it's spec Another thing , it looks like you've uv'd the hole sword,no need just uv half then mirror over the other half you get better resolution
I changed out that floor texture today with place holder to get my scale down better. I think this helped out tons with what chris was saying with the scale. I also incorporated what cremuss said in this new texture. no normal or spec on it though only diffuse for now. What do you guys think? better or worse?
did some of you guys ever look at one of the models coming out of sketchup? its supper messy and needs a lot of optimizations, using it for ds spec art would be a huge timewaste. i'd say go for blender, it has everything you need and more. Might not be as easy to handle but might be the best free choice you have.
Hey, this is looking pretty interesting! Will be following! Also, is it the renderer or is it the spec on your last asset presentations that's making it look so shiny? I think the wood could use a little less of it unless you're trying to go for that new wooden plank look on it but it would still need some tweaking. Other…
Yeah its still really hard to see how well the normal map is working here, the material doesn't have any reflectivity and the AO map might be hiding a lot of issues. I would suggest a real time shader, or at least a simple high spec medium gloss material with just the normal map, no ao or anything else.
Yeah looking at it i think design wise look great but hmm have you seen the new xcom ? Some normal mapped version i think could look great, throw in some spec work and some emmisive lights here and there and could look sweet.But that will mean some extra work for high poly and normal mapping.:)