TRIFORCE! Levels are pretty low. Just cranking them in photoshop greatly improves this. The darks in the textures seem a bit dark. It appears like a lot of depth, yet is placed on a flat surface. Modeling in more depth or adjusting the diffuse could help.
idk if this your exact issue but it looks to me like a mipping problem combined w/ a white BG. does your diffuse have plenty of padding? again im not a maya user so I dont know if this is a standard issue with maya.
i like your work but spec is wrong , your spec is almost a wet map, diffuse maps usualy are moore darker and have the whiter area were the light come. with your spec map you optain a wet/ jelly look
First diffuse texture pass at axe 01. No normal or spec yet, but I am working on those now. I am also thinking of adding some hand wraps to the handle of the axe, just to add something to the boring wood texture.
the contour of the grip is generally too flat and it clips that little rod. i'm not sure what to say about the textures other than that i wouldn't call them final. they need more... i dunno, everything. work on spec, diffuse, gloss.
That's something I have been looking into. How do you make the material setup for that? Do you multiply the occlusion map(texture coordinate set to 2nd channel) with the diffuse or is it something different? rhoymond: your stuff is looking good man:)
without taking a model apart, or turning it upside down like I used to in Blender, whats the best way of baking an AO map for a room? currently I'm experimenting with the diffuse lighting bake, however it seems to bake really sharp shadow lines.
Hi Guys! Just doin some 3DSMAX lessons. My problem is that the Normal Map Bake Layout is totaly diffrent then the Diffuse Layout. And here whats coming out when Baking the Normal Map: And then it looks like this: What im doin wrong? Please, can someone help me?
Hi all, I just ran into this site, thought it might be interesting to share. http://poliigon.com/ pbr textures /tiling materials (diffuse+normal+ etc etc), 30 day free trial. example from their site: Anyway, hope its usefull to some of you guys!
Hello, This is my first post on Polycount. My personal work is usually done in high-poly characters. This character is 997 tris, with 2 512x512 maps (diffuse and alpha). Rendered with maya surface shader, so no shadows or effects. Original artwork by artofgon.com Hope you like it~ mike CGmodeling.com