I think you could benefit from doing some hi poly models in order to generate normals...right now your props look as if you just ran the diffuse thru crazy bump. Which is OK I think for small surface details but not for larger or medium sized details
Working with instances layers or editing more than one layer at the same time would be a great improvement for game artists. Im missing that feature very much when i want to make changes to my Diffuse and Specular Layers. @ebagg We are simple not enough, they make not enough profit of us!
I see. So it's speculation. Well, geometry has to be in the one or another way. And consistency is where AI has its biggest problems. I see this at Stable Diffusion. So i remain sceptical that it is all hand made. Hand made would be consistent then. That the models still needs cleaning up afterwards also fits to what the…
The head would just be for my own personal use, I wanted to do some blender rendering. So if I went with no hair, but still had eyebrow and eyelash cards, would that be more affordable? If I also cut my texture maps down to just 2k diffuse and bump maps, would that help.
Thanks. Here's the Diffuse without spec. I still need to fix a little something with another AO (you can see it on the bottom of the last image by the handle) and a couple seems on top. One reason to be viewing in Maya is my UDK knowledge is still pretty bad, so I will need to fool around there some.
Here is my lowpoly wolf with all of my maps applied, and a base texture. I am still trying to figure out color choices before I put too much detail into my diffuse. I am also playing around with fur grids on the body, trying to get a look that I like.
Thanks Marshkin! After re-examining a lot of those shots, it does seem like they paint a lot of the lighting detail straight into the diffuse. I'll try to go back and bump the contrast between the elements a bit more. Trying out sketchfab as well, if anyone wants to take a closer peak.…
You're lacking the diffuse, warm lighting that makes it seam realistic. Right now your light is coming direct from the windows but there's almost no bounce inside the space - especially along the corridor between the middle of the building and the windows: there's that long stretch of dark shadow. Add some invisible lights…
Excellent work! I'm impressed! My only suggestion would be to use a greater variety of hues in your diffuse textures. I mean, use more than just values of green for plants, get some blue and green on that plain brown barrel, put some color into those fabric stains in Chinatown, etc.
The tire tracks are looking MUCH more natural now I like it a lot. One thing I was curious about is the sticks/dead grass that are on the round here. Do they have normals or a height map or anything on them other than a diffuse? They look pretty flat, just like a picture got placed on top.