Add some polys in around where the pants meet the boots, right now its kinda hard to tell where they bunch up like in the concept, plus you need to work on your diffuse some more, make the boots a different color from the pants so they stand out.
yep. my workflow is slightly different from ghostscapes, but is pretty damn similar i find i do very little actual painting these days, using a diffuse colour, normal, and AO bake to do pretty much everything, add some photosourceing for texture and youre pretty much there
Unfortunately, not the same. It doesn't smear out the edges of the map, instead it makes it like a decal on top of the diffuse color. So it blends with that color instead of with its own edge pixels. :( You can try Mirror instead, but you also need to offset it .5, and I don't remember that working very well.
Set bAllowLightmapCompression to False in UDK/Engine/Config/BaseLightmass.ini and UDK/UDKGame/Config/UDKLightmass.ini Performance and load times might increase if your level is large enough, but I find uncompressed 128px or even 64 lightmap looks better than compressed 512 when it comes to bright, diffusely-lit…
Depending on the complexity of your existing sea mesh, you could use vertex colour along with a noisy texture to alpha out the edge, and whiten it in the process. Would be a simple shader if you could code it. diffuse += 1 - vertexColour.a; //perhaps weaken this. step(vertexColour.a, noiseTexture.g); //alpha (terms might…
In order to get feedback you might want to post screenshots of your asset taken in Blender, Marmoset, or any other 3D environment that can display the full result in realtime - at least with normals, diffuse and specular. Also the UVs are very wasteful at the moment - there is no reason for the UV islands to be at an angle…
The lighting seems relatively flat making it difficult to give critique. Are you working with PBR (albedo, roughness, and metallic maps)? Or are you trying to do it old school with diffuse, spec, and gloss? If you're trying to do a material study I would opt for studying PBR. Everything is more or less moving in that…
Agreed. Also you should be using PBR instead of Diffuse/Spec/Normal. So that would be Albedo/Roughness/Metallic in Unreal. https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ We have some good resources about PBR here on our wiki http://wiki.polycount.com/wiki/PBR
Hey man Looking good. I reckon you need to bake an Ambient Occlusion map and put that on your diffuse. The face looks fairly similar to the concept, maybe define the cheekbones in the textures more. I also think you could cut some polys off the hair mesh Good luck! :)
Done some tweaks and worked on the mouth to give him an actual internal structure instead of just black screen, didn't make much of a difference in these shots, but at least when he opens his mouth wide, its not just black. he is in-game at around 9,300 tris and uses 2048 diffuse+normal