It's really easy to create that shader in ShaderFX.I had recently done that for my work, which had a similar requirement.I was using 3dsmax 2011's viewport canvas to paint the RGB mask and see it right there. I was using 3 diffuse and normal textures on uv channel 1 and blending them together with a RGB mask in channel 2.…
k here's an update on this "post-apoc rebel sand dune buggy" full for res texs here are the diffuse, hightmap and specular. you can view the normal/wire in the previous page. the metal plate on the front is temp. i'm especially looking forward to hear technical input related to texture setup and rendering. thanks a lot to…
This model is for fun but I wanted to work within game limits. I'm trying to keep him under 5000tris and utilize the typical setup with diffuse, spec, and normal maps at 1024x1024. I'll be adding clothing later as I stated previously as soon as I get those designed out. Right now, i'm working in Zbrush to shell out a…
Alright, I have tried to keep this in mind. It was a little heavy. I wanted the character to come in under 3k. 5k with clothes and accessories. I have added more geometry to the hands. I know this is weird. Not sure how it happened. Just alien physiology I guess. ***image removed*** Here is a test with normal map and some…
leviathan: thanks, i will have to think about what the character has gone thru like battles and so forth and put the appropriate details after novakaine: thanks! right now its really high poly, which is great for a portfolio and i will be making a low poly pretty soon just as soon as i make the proper diffuse and shader…
I've been watching this evolve, and the result is just jaw dropping. So many details! The eyes look really flat though, so I'm not sure if his goggles are always going to be covering those up. Even still, you should just tweak the spec//diffuse. Or maybe I'm just not able to see it right! What a cool character though.
Hello everyone, I’m trying to adjust the texture filtering on the floor and it’s very blurry and it’s losing all detail from a frontal perspective, while it looks sharp and detailed in substance painter in respect to diffuse and roughness. It also looks to have less information from a zoom in perspective Can anyone tell me…
Hey Guys, Going to be posting up some of work I did on this game over the next few weeks as I get to them! I hope you like it, i had a blast at Grinding Gear Games working on 'old school' 'low res' characters and that golden pre PBR Diffuse/Spec/Normal only trio of textures. First up, King Kaom one of the Act IV Bosses!…
One of my students finished his midterm exam which was to texture a model that I supplied and the restrictions were only use a diffuse texture (no spec, normal or decals). He did everything hand painted. With his permission, he allowed me to provide a link on polycount. Great job! all textures and extra screenshots are…
Hi! I could use some help with UV map optimizing. I'm currently working on modules and want to know how I could manage to make the UV map better and get as much out of the as possible. The texture right now is 2K but someone said I should be able to knock it down to a 256 or a 128 and get the same quality. Contains a…