Looks cool, although I notice you still have all the rivets modelled - that stuff should be texture detail, especially so high up when nobody will notice. Normal maps (or a good diffuse if normals aren't allowed) will look no different to modelled rivets. Same goes for the diamond-pattern grids on the higher windows, those…
Workshop #3 Completed! Here is the last update, rendered in Marmoset (awesome! thanks guys). Some minor updates on the Diffuse map, added Specular map. I hope you like it. Thanks for the opportunity to create a full asset in this workshop, I've been breaking many "first time" along the way. Thanks to everyone who stop by…
Hi! Sorry about the delay. I'm running against time trying to finish this character :( Here are some update images: -lowpoly model with 13.089 tris (I know it's a lot, haven't had time to optimize more) -WIP diffuse texture, still have a lot to work on it. Hope that tomorrow can post some color studies I'm working on.…
Nice stuff! Cool stuff in the blog too. As for the normals in the last post. Check this out. I don't really like how you unwrapped that part. You could have tried to unwrap keeping the edges straight so it would be easier to modify the normal map. Even so it doesn't look really bad, once you get a diffuse on it it might…
Interesting, yeah I'm not a vehicle modeler so I don't really know any of the details on the subject. I would've thought it would be just like eveything else normal, diffuse, spec + a fancy reflection shader. Man I need to pick up GTA IV, still waiting for the price to come down a bit though as funds are tight atm...
Awesome work, I agree with the crits about the white spots on the diffuse texture, they are something you would expect the spec map to take care of. But otherwise its one fine asset, I really like it and I think this is the sort of detail we will be heading towards with next gen technology, half way between games as we…
Appreciate the feedback guys. Yeah agree 100% about the materials. I'm pretty inexperienced with "next-gen" materials, up to this point everything I've done is mostly diffuse only texturing. So I'm still trying to get a grasp on making a proper spec map and wahtnot. Hopefully a few more props of this nature and I'll start…
mi_car_paint_phen_x.result > blendColors.color1 mia_material_x.result > blendColors.color2 file.outColorR > blendColors.blender blendColors.output > surfaceShader.outcolor you might need to swap color1 and 2 or invert your mask i usualy dont use a surfaceShader as my end node instead i use a lambert with diffuse set to 0,…
Hm, well, I guess the Next gen thing is pretty much a term used wrongly for an asset that comes equip with Bloom lighting from an engine, spec map, normal map and diffuse map and also some sort of emmisive map sometimes to make it look.... "next gen" Well, thats what it is in my opinion. But it's just not Next gen. It's…
I don't think using a cage and projection is the way to go for something as simple as AO. You can set your render-er to be Mental Ray, select just the low poly ladder and in RTT instead of diffuse or complete render out MentalRay(AO). Then go dig out the file wherever you set it to be saved and ignore the render preview…