That's fine. I know everybody uses a different system for how they pack their ARGB channels, and it changes from title to title too. You should commit to one layout for now, just to get something rolling. Maybe something like this... diffuse map alpha = transparency spec map alpha = spec power spec map rgb = spec color…
yeah, the front is surprisingly heavy in detail for this being an fps close up weapon, where you will probably never see the front... And if you expect the character model to be holding this (3rd person and external view for multiplayer) that probably is a bit far fetched atm. also the diffuse seems a bit boring. You did…
Thanks for your comments J. I think I've taken most of them into consideration Maybe I posted too early to get a larger reaction out of everyone else, oh well. As promised, I'm going to keep my progress posted here. This time I'll also be posting my flats for your viewing pleasure. Stats -406 tris -1 512 Diffuse Flats:…
The_Bird- thanks for the crit i started on what you suggested should have an update soon. Spark- thanks man and here go some hands and other stuff. Ged- thanks and yeah that's good stuff damdischink- ok here is what i got on the diffuse didn't want to go to far... because i wanted to see what you thought here is some stuff…
Yes! It's normal mapped. I made a high poly version with beveled edges and added the rest of the details in Substance Designer. The diffuse is a wacky rainbow texture that works as a zbrush matcap. Here's the latest video: [ame=" https://www.youtube.com/watch?v=3Lqp9MyycGE"]Crystal VFX MatineeActor 1 60fps 1920x1080 0 -…
An antique 12 shot revolver with numerous engraved designs. The model is based on reference photos of weapons from the early 1800s. I used this project as an opportunity to try out some new techniques for creating hand painted textures. Software: 3d Studio Max, Photoshop, xNormal Polycount: 4300 tris Maps: Diffuse Color,…
small update on Hermanns progress. Almost finished painting the diffuse and normals. Only thing left is the spec map. The lighting in this scene is not going to be the final beauty pass, just WIP so you polycounters can get an idea of what I had in mind. I think maybe the source light needs to be stronger, oh well I'll…
i assume you are talking within the context of a low spec hand painted model? give the best impression of form/sillhouette possible within the poly limitations. i usually add more polys than i need to get the structure looking good, then optimize to the target count. for the texture, good fake diffuse lighting. for me,…
Small Update, here is my character with the normal baked from the high poly model. I've also started texturing the diffuse map, but at present its just main blocks of colour to get an overall feel of the look, more details and effort is currently underway :) . Heres a shot of the character in the game. Ignor the fact its…
thanks for the comments guys! here's an update: I sculpted some feathers on the wings and baked everything again, also painted some highlights on the diffuse, they're pretty subtle... and the base got some tweaking too, mostly contrast. I also added another light in the viewport. I think this thing is almost finished...…