Well, here is my start- What I would like to know is when you texture a normal mapped model, do you guys still put strong highlights and shadows into the diffuse? As you can see above, i have some pretty strong shadows and highlights. Whats the best way to go about texturing a normal mapped character? (in terms of shading…
Hi all, I've been wondering, what is the best way to make normal from a diffuse? For example I was looking at how clean and accurate the normal map from this diffuse looks: Theres accurate variation in height while my own normal maps usually look flat and ugly like this: Been playing with levels, etc. but just can't get a…
Hey guys. This is an old vespa/scooter model. This is a really old project for me which i'm trying to finish for few years. I'm working on my website right now, and wanted to finish this piece also. The lowpoly model is around 11k tris, uses 2k texture for main thing, and 512x256 for small alpha stuff. The last show…
Hey guys, I've a qucik question about this model here: http://www.behance.net/gallery/Middle-Eastern-Hut/2297086 I know the details have been sculpted in Mudbox, but how has that much detail been added to the brickwork normal? Is it a really clever use of generating displacement maps from the diffuse, then baking normals?…
Greetings all, The last couple of days I've been trying to finish up a project from a couple of months ago, and thought I would share what I've been working on. I started this character back in April, then had to put it down for a while as other things came up. I am aiming for a more hand painted flat diffuse style. High…
Finally had a chance to work on the truck for a little bit. So far I have a first pass complete, with focus on the diffuse and normals. As it stands, there hasn't been much love placed into the Spec map yet. Here are my results thus far. I also have the 50 cal mounted with the baked normals and high poly AO thrown on. 2048…
Hi I see what you mean, i have applied a general metal scuff and scratches layer but i think after the dusting of the model it is lost a bit in the diffuse layer. The second image from the rear shows it up well in the spec but your right it doesn't show in the diffuse. i am wanting to maintain a realistic level of…
Really would work on this more. It could be a really nice piece. The textures currently feel about 50% done. I didn't even know you were using spec until I read that you were. Also the diffuse is pretty flat. I would add some color gradients and an overall gradient to the whole character. I also recommend making it a fully…
Thanks for posting. Modeling and textures (diffuse and normals look great for me). But I would have to agree that spec and glossiness look kinda similar for all models. That tends to make all models look like they were made from same kind of materials. I would love to see spec and glossiness maps if possible. Are they made…
Yeah 2nd UV channel it's common, If that's the best practice then I'm good with that. I set up the materials a certain way though. I used a standard material, and used an rgb multiply in the diffuse slot and plugged in both my texture and a vertex color node. Then I plugged in my lightmap into the self illumination slot…