Hi All, Since my crazy last month in school and vacation is over, I'm back in the forum! I started my internship in school to test out a new curriculum for a teacher. Big part of the new curriculum consist of mashing 2 animals into 1 (idea inspired by gameartisan challenge). Diffuse, spec, and normal required. I came up…
Thanks, I appreciate the support ! Quick comparison for a rendered cavity map (raytraced) from Xnormal and a generated one from Crazybump. Xnormal Raytraced cavity map : The output texture is best used as a "multiply" layer in photoshop on top of your color map. You can get very sharp cavity map with around 512 rays in…
firstly i'd say that the round bits in the corner of the panel look too big - looking at the tutorial i think they supposed to be fixings and you wouldnt get fixings that big imo. I'd guess they were made of metal too but you have them completely flat in your specular map. talking of your spec map theres a lot of colour in…
Just some extra info: Blinn, phong, oren-nayar, shlick etc all have diffuse and specular implementations. Most often you'll be seeing a lambertian diffuse model with a blinn or phong specular. Blinn's model is an approximation of phongs, and can be made to look identical with differing exponents. Also that specular…
I quite strongly disagree about that game potentially looking good if stripped down to just a diffuse-only texture style. Not saying that diffuse-only games look bad in general ; but here its a clear case of a successful scalable game production. The look is persistent across different platforms, only at the cost of…
I actually disagree with the above poster. I think the warmer in shadow objects make the whole scene pop more. Altho you might want to add more violet tones in your shadows. I think the problem with the scene is that there isn't enough variety in diffuse. You might want to try making variations on that diffuse you have.…
Excellent start, without reading what you were doing; i immediatly thought of the big hard-a$$ fella from Wildstar =) . I agree with the comments on the diffuse texture that's going to be where the magic really happens as your normals and spec look fine. At the moment the diffuse is looking grey/de-saturated everywhere. As…
I've always wondered how much more expensive adding a map would be. For example lets say you're doubling the size of the diffuse from 512x512 to 512x1024, how many more polygons/tris could I add to the 512x512 model before the performance cost becomes the same as the 512x1024? I'm guessing normal maps costs more in…
Textures for a game with that kind of poly count would definitely be 2048 for diffuse, if you can get away with it try and go for 1024 normal and 1024 spec. Spec should have all RGB colours, and a glossyness in the A channel. Some of the mods for RaceOn and GTR Evo, etc (basically all GMotor2) have three x 1024 maps…