This is just a small test I did today. The diffuse it's just an image I slapped on for tests sake. It's quite high poly atm (7k) but it could probably be optimized down to 2-3k.
AO and Normal Maps made in xNormal. Shot taken from Max's viewport. Poly count sitting at 668. Going to optimize a bit more, clean up the UVs than on to the diffuse and spec maps.
nice elementrix, are those hand painted normal maps? Finishing up this Sagat model, 1x2048 normal/ao, with the ao map in the diffuse slot and 12270 tris total (all put to good use) :) .
You can manually adjust the exposure in the .env(notepad!) file for the sky, but i dont think that gives the best results for whatever reason. I would say just darken your diffuse a bit.
leviathan heres the wires , i only post the diffuse since normals are boring to look at and spec is pretty normal :P sorry for the spam, i dont think this deserves a separate thread so heheh...
Almost done, was a good practise. Next time I need to add more surface detail or it ends up a bit plastic eh? How do you guys manage good skin details on the diffuse?
Swizzle: is that a reference to ACDC? katze: damn nice modeling and detailing. i like his gentlemanly looks, totally can see him wobbling to the battlefield Pavel: is that the diffuse mapping or just a really really wiggey shader?
second try at the rock texture... thanks for the feedback in the last one. I think this gone got more 'rocky' but the normal map totally rapes the diffuse, its very strong... it looked nice in zbrush.. I think :(
I would darken the diffuse here quite a bit, so when you add the spec you can actually get some contrast. You see as it is much of the material is getting overblown(the lighting in toolbag is a bit overexposed).
You must be sick of this, but it's the last one. There were some things I could have done differently but I feel like it's time to move on. It's not you segway, it's me. P.S: EQ, darkening the diffuse helped a lot, thanks!