Wait so in your original post, the second map is altered? First I also thought its for alpha test but it has those gray colors while for alpha test , you want a black and white texture. Unless you want to animate the cutout - threshold. About converting the old spec map to a new: There is a great tutorial about converting…
The white metal patches looks wrong.You need to think in terms of spec, whiter should actually be a dark grey but more powerfull spec metal and somehow with wider glossy highlights than the black patches for example.I think you can tweak it/add spec gloss fairly fast as you already have the base for that :) otherwise…
Hi here is something I have been working on for the past few days, the scene is in very early stages e.g there's no roof atm, my main goal was to improve my lighting and texture usage. pillar has 1x512x1024 diff spec norm, the blocks all share 1x1024x1024 diff spec and norm. I used a damage image for vertex paining which…
Hey everyone. Currently I am working on an low spec laptop and have some spare money (£1k-2k) to upgrade myself to better PC. I would like to run software, like Zbrush, Unreal 4, Substance Painter without big problems or big lag. However I am not really sure what parts are crucial for this type comp.( I assume it is ram)…
well this was a quick and short project i wanted to do it for a while and just did it xD its not the best but i only had a short amount of time to put work into it but im happy atm with the way it came out and later will go back and just do it from scratch to see how much i improve Reference sheet the wire frames sword…
I think your spec is way too noisey. Most of that should simply be done in the gloss. Also, Like Zelfit said, I think the black damaged areas in your spec should be toned down a lot. Lastly, just eyeballing it, I think the red cap could use a tad more spec. Besides the grunge pass though I think the values in your textures…
It looks pretty pale atm, the body should have more saturation and the gunmetal could be a bit darker. spec isnt quite cool either, did it should fall into baby oil? :D srsly. tone down the spec on the body alot. in rl, the body is a polymere composite, and has very little spec due obvious reasons... as for the tape.. use…
I absolutely LOVE this character! I am curious, though, why you would choose to have the spec on the face be so close to white. If you're using the Marmoset engine you could also get away with using a bit of color in your spec map on the face to make his skin tone a bit more rosy in a few areas. Spec map question aside...…
I like where this is heading! Really awesome. I think that the wooden table and the brick wall could use a bit of a detail normal that is just subtle enough to take out the straight up flat normal map look around the curves and bumps. Also you could mess with the spec map on both to make it so that not all of the areas…
Way too much white, glossy spec on the skin (well, pretty much everywhere). Pull that spec down lower, soften it out and try making the spec color of the skin a dark purple or wine red. Should improve the appearance significantly. Adding a good fresnel term to your shader will improve the whole model's appearance as well;…