how does your model look if you use the ptex in mudbox to displace the model...? and have you tried to take a look at the vector ptex map aplied as diffuse texture..? 1. import lowres mesh... 2. subdivide it up to the same polycount as your highres... 3. sculpt using map edit: dis does not work with vector maps... only…
Thanks for the comments for far! Yeah, most of the stuff is custom made. Except the weapon (we're still using the stock melee weapon) and a few stock materials/particles. As for the guardian texture, the maps are 2048s actually. Diffuse, Normal and Spec. Though the spec was scaled down for ingame use. Besides Hourences…
Nice stuff. The patterns are very detailed without hiding the overall shapes of the piece and making it noisy, which is a good achievement. Some nice diffuse/specular on this with maybe an environment map on parts which are meant to be shiny metal (gold seems likely?) would make this look awesome in real time, you can get…
Looking good man. a couple of things that I saw was the moon looks way to bright for the amount of lighting that is highlighting the ground. the light comming from the windows would highlight a little bit of the wall aswell. also try working with the spercular on your rocks doesn't seem to be picking up any highlights they…
Thanks for the feedback! yeah the normal map doesnt seem to be right. it is a bit curvy on the flat sides, so I guess I did something wrong with the baking. and I baked it on top of a cube that's why the bottom part is completely black. I changed the diffuse by adding some leaking stains and I made the damaged parts a bit…
I really like the sculpt, but the texture is too much for me. It's very busy, and does a good job of hiding that nice sculpt. Also, I would say you have way too much AO/lighting baked into the diffuse and specular texture. It's really not necessary for a model of this rez with a nice normal map, and just makes her look…
Thanks for the comments guys, I will make sure to relight it if I decide to use in my portfolio or anything. And Aldo your right I wasted a ton of time sculpting and re sculpting, when in the end I just ran the hair from the diffuse through crazy bump to get the details which I then overlaid on a much rougher pass of…
Awesome! I love your texturing style >< Did you use photo-manipulation, hand-paint or mix the two? I'd love to know how you got your textures to look like that in your diffuse :D I'm sure you got some bakes from zbrush and what not but any other additional things you might've done different in your workflow?
I think it defaults to the complete map because you can render many different maps at the same time- I frequently bake out normals, diffuse, and lighting all at once. It would be nice to be able to toggle the render view between maps, but I`m not sure if its necessary. If the render looks messed up on one map, it`ll be…
Been really busy, I've only been able to work on this a little over the last week. I'm trying to pick up a part time job otherwise I've gotta move back in with the folks.... no bueno.... Anyone have any free-lance jobs available? lol Anyway here's the update. Everything's just a diffuse map currently. I'll do the others a…