ok so... i need a clarification. could i use 2x2048* diffuse/normal/spec etc. but have them all use one material? what i want to do is have medusa being a beautiful woman, but can "change" to having extreme reptilian features through animation. all of which can be done using one material i think?
thanks for the comment SHEPEIRO, I think I am going to toy around with another diffuse variation or two for the background buildings. Almost done with the last bit of asset to be created. Going to make some drapery such as clothes/cloth line/ etc. Also the smoke and fire particle effects were done by a friend of mine Jake…
[ QUOTE ] What software? And what's an eccentricity map? [/ QUOTE ] In Maya, eccentricity is what controls how tight or diffuse the specular highlight on a blinn shader is. As for the original poster. It really depends on what kind of plastic you are making, and what you mean by reflection. You could do it by making the…
Bodypaint does have that raymapping feature like arsh says, so you could probably bring in a med-res model and paint normals on it. Apparently it distorts the diffuse/specular/reflect lighting in realtime, according to your brush strokes. But... you can't rotate the model, takes some time to re-render the view each time. I…
I too was disappointed, but that was quickly replaced by an overwhelming feeling of awesomeness. Really nice work, I agree with the crits about the gloves and the crotch. The crotch probably wouldn't be much of an issue once the diffuse is applied but it wouldn't hurt to dial it down a notch if its still pronounced after…
Alright, probably 80% done on the texture, the gun is supposed to be about a ~5yr old combat weapon, I'll tweak the scratches a bit more but I just wanted to post progression so here we go. 3015 tris, 2048x2048 normal / spec / diffuse i need to go back and tweak the tape as well to help it blend better Crits plx :d
Love the sword. The textures have nicely crisp painted style to them. If that's leather wrapping I'd suggest changing the spec for the wrapping to a low saturation blue, as things that have same color diffuse and spec tend to end up with more of a metallic sheen. That is a sweet looking rifle design! I love the carvings,…
Thanks for your suggestions. I think I will stick to the bolts. Here are some test-bakings I did. The first one uses an 1024 texture, the second one a 2048. With some rework in the highpoly model I could make the bolts stick out a little more, so they are more visible in the 1024 texture. With the diffuse and specular it…
looks like a solid piece of work. Things i recommend here are, Adding a lightmap,if this is really for the nextgen spec.You need to unwrap the second uv channel and bake the lightmap with the occlusion in it. Add more definition in the diffuse texture,more dirt,leaking and variations. Model damages to the asset,as it looks…
Ruz: I do this only with Zbrush's GUV tiles. I import my model into Z. Sculpt a high poly, then paint it up via ZappLink. I do this so Im painting directly on my high poly model without having to manually UV it. Then Export to Max, create low poly, UV..then bake out diffuse, lighting, and normals.