Ooooh! So the fine details from the Normal & Occlusion are derived from the High-Res mesh itself and not its UVs (as in, the transfer map function that uses the "cage" to move the details from High-Res to Low-Res mesh will search for the closest polygonal face and not a UV'd face)? Not sure how I missed that one. So I…
Besides what iniside said, Crytek used actual RGB textures for their PBR. The only tool you would really need is the Macbeth chart I believe, at least for working with actual textures and not values. Ideally, you just have to get the textures to be at the physically correct value range and be done. They also viewed all…
Looking really good and clean, but the lighting is a little boring with that kind of background presentation, also the rim texture could need some work. The side looks like a racing tire but it has a pattern with grooves in like a usual tire. The worst thing is definitely the background, try getting something a lot better…
The face on the outlaw character looks a bit odd. Almost as if he's wearing a mask. I'm not sure why, but the face feels more natural in wireframe. so maybe just tweaking the diffuse a bit would be enough. hmm... come to think of it, maybe the mesh of the face looks a bit too smooth for the character? I like your normal…
Thanks everyone for the opinions, I think the entrance page being removed is a great change, and I put the spear up top. Its updated now. The reason I don't have the truck low poly is because Im not sure how to bake hardsurface in Modo yet, that is something I need to learn soon. As for texturing, I will definitely be…
Your problem is you're multiplying on a texture map, not the coordinates. If you want to just have moving and noisey texture coords, you can do something like this. You can use that "New Texture Coords" on a diffuse texture, normal map or use it to refract. Whatever you want really... You can use 1 noise texture, or as…
Here is a updated on my progress. I have begun the texturing process. I am still working on the maps specifically, the spec map (which I believe the highlights to still be to large) and the normal maps. Right now the main wall prop is sitting on a 2048 X 2048 diffuse map, while the smaller props are together on a 1024 X…
8-Bit, Yah it is much better over all still have to tweak the grunge on the diffuse map a little bit more but it is way better. I plan to upload a shot of what I had as my final sculpt soon probably tomorrow some time. Been really busy lately. Currently working on a new piece to see how good the new NDo 2 is should be fun.…
so tweaking done. i think i will start rigging now :) quite happy with the result! learned alot about baking and maps this time! On there is now: Normal, Diffuse, Specular, Gloss, Reflective, Transparency Map Also DDO is really a great tutorial to alter textures in a great way. The object space tangents oriented…
Nice work! Couple things. There's a hole in your 2nd level balcony trim (the small one) and doesn't look like it's clipped to the wall. Also, the bricks could present some stronger normals in my opinion as it it appear very very shallow (either that or just darken the lines in the diffuse). The corners of your building is…