I would'nt do much besides color correct in your post. Fog in a environment this small is overkill and it will just blurry things up. The textures look fine for a base to work on but they are all missing the larger details atm. It will help to give your gloss a lower value so your spec will catch more light and give the…
wheeeeew... so i finally decided on a colour scheme that i like! going for deep red + tiger/zebra style stripes to break up the colour a little bit. still need to do almost all of the scales lol. also still need to do spec + gloss maps, see if i can differentiate between scales and skin a bit.
Actually, Painter supports a Non-PBR (Diff/Gloss/Spec) workflow out-of-the-box, all you have to do is set it up in the project settings, or even when you export the PBR maps you paint, you can convert them to non-PBR on export, since painter lets you choose which channels to export.
Haha very nice. Yeah I tried on my iPad and was kinda disappointed it didn't go to a native res... wasn't really expecting it to though lol. Someone needs to really get on the case and build something with a nice interface, local storage and shader support. Can the iphone even render spec / proper alpha maps? I'm guessing…
First thing I would say is the anatomy needs work, but in terms of tech. The pants should be modeled as part of the model not a separate mesh. Same with the shirt. Your materials need way better definition, they all seem to have the same spec value! Use this thread for some inspiration/help.…
I pretty much have the same specs, and it works great with pretty much any current gen work I throw at it. But I am missing out on dx11 features and maxing new games. I still can run skyrim with higher than console settings, so I don't feel too left out yet.
Looks really sweet. I have always wanted to go to Siggraph more than all the other conferences. I have heard that Mari takes really high system specs to run. Do you experience much lag? I have a pretty good computer but it still sorta put me off. What is the learning curve like?
hmmmm some of this is a little disappointing to read. Was thinking about getting this or spec ops: the line. But i guess I'll wait a little while for darksouls to (maybe) get smoothed out a bit and just go with the later for now. I've heard great things about the game (darksouls) and would love to support them so probably…
Just posted this in pimping and previews, but it's finally done! Moving on to the next project...just have to decide what now! High and Low modeled in 3dsMax. Normal mapped in xNormal Normal map extras using nDo2 (wood texture and text) AO map from 3dsMax Spec map in Photoshop Displayed using Marmoset Toolbag 2600 tris.
Hey all, Thanks for the feedback. Adjusted the shaders and colors, and the spec to help pop her a bit. Also shortened the width between her shoulders and widened the hips. Took a few tries but I've been looking at it way too long now. I think in readjusting the shoulder the first few times the location of the pivot/joint…