Yes, gamma corrected textures(sorry I probably should have made that clearer). I cross checked the two materials, and the ONLY difference I could find between them is that the one that is correct looking had a "SRGB/Gamma corrected" diffuse map while the other diffusemap did not. The diffuse mean of the correct looking one…
I had this idea for a camera that would create a spec, diffuse, and normal of the object photographed. It would only work in total darkness because the flash would be adjusted for each map. The first flash would be normal lighting conditions to get the diffuse, the second flash would coinside with the second picture and be…
Hmmm - well I've gotten it working by applying the bump map to thte diffuse channel in high-poly model's material, then rendering both the normal map AND the diffuse channel to the low-poly... then switching the baked diffuse to the bump channel. The bump maps in MAX are nowhere near as detailed as the ones I have in…
If you are looking to do this with just a diffuse, my advice is to work on lighting, and less with the noise and grime, then use noise and dirt as a blending layer above your lighting info. I started out texturing low poly art with simple diffuses because my downfall was understanding light and shadow. You seem to be…
Scythe: Regarding your questions; The hair and eyes stuff I'll explain more in part 2 :) Im almost done with it. The Specular is something that I work on while im going along with the diffuse and though it doesnt really start to take shape until the diffuse is really starting to take shape. Its difficult to say 'heres how…
sorry that I Haven't been updating so here I go, Made my first modular set from the 3D motive tutorial, but thats not to interesting I guess so no pic. I managed to get that circular part looking correct on the block but I seem to have deleted it :( here is a very simple panel thing A whole bunch of paper airplanes for an…
Here's an update: I finished the modeling of my wooden pieces an exported them into UDK. Here's the quick preview setup. As I intended I'm using my unique diffuse/normal/spec set (1024*512) for all those pieces with an overlaying AO+edger (256²) to break up the noisy look. There is one Master material with a material…
Specular map looks almost worthless. Why is it all black and white, and why doesn't it have any details in it? All of that wear in your metal could be defined in it, with a much flatter/cleaner diffuse, and not only would you not be wasting your spec map, it'd look a whole lot more convincing. Even if you're planning for…
Thanks @lotet! You brought up a good point. I probably got a little carried away with getting some of the values to read (and not factoring in much of a lighting setup until now). Here's how the unlit diffuse looks on the model. Here's the diffuse texture for the skin and hair. Here's the same for the gear and clothing.…
Here's some of my 3D work. Note that I've just gotten around to putting my 3D work up on Artstation ready for Marmoset viewer so there's not much there at the moment but I'll be posting more gradually. Playable Shark from Hungry Shark World (Created from own concept. 3.2k Tris & 2048x2048 texture. Normal and Diffuse map)…