Thanks! I won't lie though, Marmoset makes it look so much better than UDK :\ You should definitely give it a try. I just wish I had a good high-poly model to show off in it. I'll post a picture of my diffuse/normal/spec soon.
Drew up a quick concept to get me started. Going to be a lot of little pieces going on and that will be a nice challenge with only having the diffuse, ao, and a alpha map. I will change things when I need to but I'm content with this. The smaller braces/pieces are fully drawn in for the sake of getting the concept…
It's possible that you need more AO on your leaves. Bake out an AO map from xnormal (or whatever) and multiply it into your diffuse using your lightmap UVs. That'll darken the leaves inside the pile but keep the leaves on the edges bright. Care to share your research on cinematic rain? <3
Do you have an AO map within your diffuse? Looks like that is what is making your grout look so dark. Maybe try turning down the opacity of your AO map. Also adding is some blueish highlights to your spec will really help your stone material.
Some old stuff that I'll finish any day soon, very wip yet I remember starting the helmet but probabily I will redo most of the things, my goal with this it's to make it for a mobile game character look like, low vudget, small diffuse handpainted and so on. Original concept by Animot
I like the chocobo you've done, the silhouette looks great. You need some more color variation in the diffuse though as well as a light source. Since it will probably be in the shown pose the most it would probably be wise to paint him in that pose too. Also the details look a bit washed out.
Hey Add3r, thanks! I'll work on getting a proper sky in next. It's unfamiliar ground for me but I'll see what I can find on it. Yeah I'm actually working on a solution to the tiling right now by lerping over the diffuse with a larger version of itself and adding in a large scale detail normal.
turned out really cool looking... the only thing I do not like is the diffuse of the head... looks really dark BTw in what did you make the first render of the sculpt... Is it directly from Zbrush? If so can you tell me how you achieved that... it looks really sweeet :)
polycount wiki, here you go. lots of great stuff.http://wiki.polycount.com/CategoryCharacter your pipeline seams prety much how it works, sometimes you do the diffuse map directly on the high polygon model and bake that along with Normals and AO. pretty much everything is in the Wiki though, good luck :)
It looks like you are off to a good start. with such a low tris count, I might suggest that you go back to the diffuse and try to really nail the paint layer before moving on to the others. Right now it looks like the area's are generally one color. The other maps are designed to enhance, not replace....