Little problem my friend helped me solve. My normal maps were making my diffuse darker in Maya, Arnold - reason for this was because "Normal map format" was exported in OpenGL and not DirectX (Substance Painter). If exported in OpenGL, you can still fix it by flipping the green channel In the file node.
I have added some lamps and a bed, will be doing another version of the bed that goes closer to the camera that is slightly different. Super quick diffuse on the beds too. Also updated the lighting slightly, adding some fake bounce lights. I will make the lighting more dramatic towards the end. Thanks for looking.
Maybe a bit heavy handed on the lighting? Allowing some of the interior ceiling to have pockets of shadow. Also you are hardly getting any sharp shadowing from objects, almost everything is diffused shadow. And if that is the light colour you are going for, maybe try to find materials/colours in your environment that will…
not had a chance to change the texture much yet, after watching the video though i decided using AO maps would probably help my textures a bit so I've made one and put it over my diffuse with a multiply blend mode, which is what he did on the texture tutorial.
Hey guy's here are some of my WIP for the deus ex scene, I test the render in marmoset before integrate it in UDK, I made everything in the way of modularity, I made some modification in the normal map and a lot in the diffuse before UDK too [IMG][/img] [IMG][/img] [IMG][/img]
Well velvet curtains don't really have much of a diffuse, except for the little pieces of fuzz that are attached to the fabric.All you should need is a simple red texture,some fresnel,soft gloss,and a sparkly-ish specular map.For a normal map,you could use something just for micro details and bumps.
If you can give me the link, i can`t find that tut, would be great. In the time i have worked for a test to a company from where i am and this is the result. Only diffuse, 2x1024 for the buildings and objects, and one 1024x512 for the car. 6.951 tris in total. C&C are very welcome !
I am not sure I follow what you mean Kio. I know about the x normal filter, but I don't see how I could apply it to my texture atlas. The way I have my diffuse set up is that it lies on a grid and the grid corresponds to unreal units.
We should have a ridiculous challenge like that... 13 polygons and one 1K diffuse map... heh In other news, I emailed the art director directly, and hopefully I hear back soon... Would it be considered bad form or perhaps cheating to post my progress on the test here for critique and revisions?
Before you go about redoing the textures, I'd make the details more crisp on the sculpt. It seems to me like you're going to lose out on the details produced from the high poly as is, and will have to make up for that with a more pronounced diffuse. Miyazaki is quite inspiring though, and you're throwing in an interesting…