You could try a light box and have the light source on the outside - works pretty well and is cheap: https://www.amazon.com/Neewer-Shooting-Diffusion-Backdrops-Photography/dp/B00GKGGICC/ref=sr_1_1?s=photo&ie=UTF8&qid=1488606086&sr=1-1&keywords=Pop+Up+Photo+Box
I know when you import textures there is a setting for diffuse and a different setting for normal. Did you make sure you imported the texture properly. Maybe someone can explain it better. thats the only thing that comes to mind, that and maybe rest the Xforum and try re-exporting the mesh. good luck
I updated the diffuse and spec maps slightly according to suggestions about the leather being too shiny on the sleeves, and tweaked a few minor things before sending her in! Here's a few more updated shots: Thanks guys for the last-minute crits. A full project page is available on my website, here.
good work glad you finished I do agree with most of the post though you need to move to something a bit more complex and focus on better UV usage The final product looks pretty good but on your next model you should work on creating diffuse, spec and normal for that detail
After I got UE4 this week I started the texturing. So far I using diffuse, normal, emmisive and spec maps. First step was to create the two tiling textures (blue wall and the metal floor at the back) then I created a simple color map for the rest: This is my result so far:
A few things: The wood is too bright and clean. The materials aren't defined well. The metal does not look like metal. The main problem is that you don't have a good specular map. Generally you want to make the specular map from the diffuse and increase the contrast. The color of the bullets do not seem to be correct.
One thing I noticed is that the pelvic bone ticks out quite far, maybe tone that down just a tad? also, try adding or increasing AO map to your diffuse, those scales and wrinkles aren't really showing very well. Other than those things it looks pretty awesome!
Maybe they just used a Lambert term to blend the GI and such pending on the light and normal surface as a sort of ambient self shadowing? I did this before for UDK, but I don't think it would work for a full environment since it's another separate call, and would require taking into consideration more then simply the…
In the material is your bump strength settings at 30 (the default)? If it is - set it to 100. This is in the list of the different maps you can have diffuse, specular, etc. They all have a number next to them. Also make sure you're using a normal bump node instead of just placing the bitmap straight into the bump slot.
This black with one color scheme is very interesting. I like a lot the fact that the light reveals the shapes more than the diffuse color. Still I am looking at your pictures on my brighter screen and I can barely see anything more than the neons light on my other screen.