Thanks for the advice BIGSOG, and if I had more time I would definitely try to implement that, but unfortunately I'm on a relatively tight timetable. I've addressed some of the grip detailing in my diffuse, I'll try and get a little more of those details in the upper area. Here's what I have at the moment:
Looks really solid indeed! I like all the little lights on the pillars. The metal in the video looks like it could use a better spec map tho, it doesnt really look shiny or metal-like because of the dullness. Your diffuse map in your last post looks great on the other hand.
If you want to check it out realtime I knocked up a fisheye shader for Max. It's got simple diffuse/spec/normal map support and lets you set how much of a fisheye distortion you want to apply. Grab it here: http://pastebin.com/rUczynYh Very vomit inducing at high levels.
It's been a long time since I've posted anything but I have still been working on this when I could. I've done the rear diffuser and exhausts and the wheels and the next is the brakes. By posting here I hope to keep myself more accountable and put more time into this to get it done. Thanks for looking.
What software and rendering plug in are you using? In 3ds max you have an object ID. Just give your car paint one ID and everything else another and use that as a mask http://youtu.be/oSdYyCO8Gyg Put a hue and sat slider on your diffuse pass and bingo, one multicoloured car
I agree. But, isn't that on purpose? I see people do that all the time with those diffuse-only characters. Pretty much everything in WoW does that. I never quite understood why people do that, although I'm sure there's a good reason. It makes more sense to me to "light" it from above.
Boo. I thought as much. It's also not possible to paint to multiple images at once, let alone set the brush to affect each image differently either (i.e. if you wanted to paint diffuse, spec, and bump info at once) so I guess I'll let this pipe dream go for now. Thanks!
Hello everyone. I decided to focus on creating and improving on Blizzard-style hand-painted textures. I know this is just a stinkin' crate, but I decided to go with a very basic model (6 faces) to focus on painting alone. Diffuse only. No sculpting, no manipulating photographs, just straight up painting in Photoshop.
Thanks for asking oobersli, At the moment all the actual separate pieces are for the most part modeled but with what i think is fairly clean geometry. i could show you shots of specific pieces with wireframes and polycounts and such, but you are correct that none have normal maps at the moment. I've been focusing on…
The most grabbing issue is that it is black. Unless the water is carrying something like a vast quantity of silt or ash, it is never black. Murky water tends to have a fairly bright, pale colour as light is largely reflected off the near-surface rather than "lost" thanks to diffraction / diffusion and whatever else at…