Okay heres the wire shots, when creating these guys I wanted to aim for next gen specs which are roughly between 7,000 to 15,000. For these guys I didnt want to go too much beyond 13,300. The Texture sizes are also on next-gen spec, I used 2048x2048 color maps for the whole character including the weapons and I plan on…
Nice paintin' skills tex. Durn-tootin'. /Spit *DING* Crits: - Too much lighting info in the diffuse. Specifically the highlights painted with what looks like one specific light source in mind. - Normal is missing info. No dents, dings, or noisy stone detail. - Spec is also your diffuse? Right now your diffuse works more…
bsp's are not too bad to work with. I just think I'll probably get better results if done that way. Thanks for the help. As for the spec and nrms. Just did really quick to so not to be just straight diffuse. Was going to go back when I update the textures and make new nrm and spec maps. Your totally right about the…
Hard to say outside the context of the environment, but I can only guess this thing must be hanging in a dirty subway, or something to that effect, because it looks beat to hell. Also, your spec map should echo your normal map and actually show the highlights where the paper is deformed in order to give the poster more…
turistainc: thanks man Sebeuroc: thanks! Bee-Bee: Thank you very much for the feedback, greatly appreciate it. I agree with the chair, I have to go back on the chair and reduce the reflectivity and fix the spec map. Also thanks for the suggestion on the helmet spec map, I will take your advice and make that spec map…
I recently watched some more texturing tutorials and I deciced to tweak the maps of the shovel some more. I added some metal detail to the normal and completely changed the spec and gloss maps. It's very likely that I did something wrong in the spec and gloss maps so please let me know if I did. spec: (will be imported as…
Thanks for the reply :) It looks absolutely fine with diffuse, normal and gloss. It's just the spec making it go crazy. What I took from the manufato site was that for a dielectric model like my dino, your spec map should be an opposing colour of your model so that the highlight is white. So I finished up the grey scale…
Looks nice :) I would not mind seeing some color in the spec and a few brighter and darker places to give it some interest when the highlight goes over. Also see you have your text in the spec map, not sure if it would work that way, if the text is to have spec then it should be the same for all the text, now you have both…
Rendering out a complete map should do it. If you want shadows seperate from your diffuse and spec maps you can apply a white material to your object with spec at 0 then render a complete to get AO. Then render out diffuse and spec expertly. The problem is, the lighting will change every time you move the viewport. You are…
than you should be able to at least run it. But those listed specs are the BARE minimum...and 'min specs' doesn't say much about being able to run it smoothly...thats what the 'recommended specs' are for. But, since its in alpha, there's likely still game tech optimizations to be done (since that's often held till late in…