Good finish mike- yeah these are supposed to be quick so whatever you can do - no stress- If i was to critique I'd say a bit more love on the diffuse would have been nice. Rdmlegend cried so hard he fried his keyboard and therefor couldnt finish.:poly124:hehe see you on the next one
This is looking good. Nice clean bake. Only thing is that you should overlay UV's more to minimise texture space. So parts of the bus stop that will look the same should share UV space. Unless you plan to make them look very different in the diffuse. Keep it up though, coming along well.
thanks for the suggestions killazz, very helpful. I've made some changes below, light colours, tried to separate the materials a bit more in the spec values. Sharpened up the diffuse a bit. Re-did the floor tiles normal map and reflection. Not sure how much of this is noticeable. Also going to get on and do some foreground…
So, i don't know why, but it works now. I only test ist with a white diffuse map and now it works with the regular maps. I don't change anything, sorry if anyone has the same problem i don't know a spezific solution. Thank you for all the help, you-all are really great :)
Sure, I can get behind that logic but it doesn't help me too much in this case. If there's a break down of how and why wood wears X way and so on, that would help me out as well. And no, I don't understand diffuse/specular/gloss as it is applied to woods nearly as well as I do other surfaces.
What I did so far, was adding a specular channel, exporting for Unity 5 (specular setup) and then using the albedo as diffuse, normal and specular map... but like I said most of the metals look completely different without BPR and sometimes even wood or fabric is way to shiny (but that i can fix adding a lot of roughness)
Depends of your object : it's an important object ? Does it need several different diffuse ? Show it, you can't decide what to do without determining what is the purpose of the object (quest object or just a decoration ?). In your case, I guess the best optimized case would be the 256 UV overlapped + the lightmap like your…
You can convert a mask to normal map and build the curvature/AO from the normal map and automatically add them to the original textures. Add a uniform color to control the diffuse tint and more! (jazz hands). The only thing it's really missing is a way to generate the text in-program, and they've been promising that for 2…
Thanks guys! I've included the high res image, texture maps and a turntable. If you can point anything out about my texture maps that I should do differently next time, please let me know! Cheers. High Res image: Diffuse: Normal: Spec: Turntable & Wires: [vv]41841027[/vv]
James, I'd add the barrel and just darken the diffuse and albedo as it goes deeper into the weapon IF you're making a portfolio piece. If it's in a production environment and time is limited, ask if the gun is going to be seen muzzle first at all at close range. If not, don't bother making it accurate, just make a little…