material definition can come from specular/gloss levels and detail, your diffuse work is beautiful so i'm sure your specular work will be also. You just need to observe real life materials and work out how light interacts with it. If u can use SSS on skin you're made.
Yeah I found that out earlier. I'm at about 2789 tris. I was at 2999 tris but some faces I decided to delete. I have all the UVs mapped out and now I just need to make my normal maps and diffuse textures, then render. Hope I make it in time for the deadline.
Oh lol i didn't understand plox last night must have been tired! Here's the Normal Map, I have also been using a height map created from this normal map. But either gives the same result. And theres the diffuse with the UV's overlaid: Thanks for havign a look, really appreciate it!
Thank you. I watched this video when he imports his subtools in zbrush they are already textured and thus when baking there is already a clean diffuse baked with it. There is no explanation on the texture at that point but is polypaint the only way to texture the high poly pieces you later use to create tileables?…
I have to agree with katze, you can't really differentiate the different parts of him from each other and they all turn into a blob. I can imagine it is even worse on lower settings as only the diffuse texture is used. Really nice sword though. Maybe make the straps blue for more svenness in it :D
I don't think it's going to be significant enough of a change for you to bother doing that. Concentrate on making good, handpainted textures. That will handle most of the depth information. Make it tileable, if you can. That's a skill you will need to pick up as a 3D game artist to begin with. That means no normal map or…
Looking really good, but I think you need to take a closer look at the materials. The barrel is a way darker metal and more of a blue tone. At the base of the barrel add some red into the diffuse and the spec. I did a quick paintover to show what I mean. It is a bit over saturated , but you get the idea.
I really love the sculpt you've done, but the textures don't really do it justice. The diffuse needs more love put into it and I think the stand is really bland. I would make the stand not perfectly circular and maybe put some star wars-y type of debris on there to add interest, just a thought ;)
well, the back is laquered carbon fiber... I've been working with real carbon fiber so i know it well, and wanted to make a material that works like the actual stuff, but in the end i used a simple material with a diffuse map, and a reflection map...it looked more like the real thing. here's a reference image:
definitely do an AO pass and overlay that on top of the diffuse. try adding some more color variation showing sharper details. the texture is extremely muddy, and as stated by chaosquack, the 2048 size doesnt do the texture any justice without any proper detail. try doing some photo manipulation in addition to painting.