Nice layout! Clean and simple as it should be. Nothing to critics on this side. Your first work is interesting. However, you should show us: - triangle count (20, 2000 tris?) - texture sheets (diffuse, specular, normal) - texture size (512x512?) - wireframe of the whole scene I'm not sure if it's a good idea to put…
@Serp I took your advice and added some geo for the drop box and placard. I'm glad I did! @Ichii: I tried to soften the edges and sculpt in the areas where paint might pool up. Not sure if it's going to turn out as intended yet... Got started on the diffuse map. I'll try to finish it up so I can get some timely feedback on…
I would personally do the whole thing on 1 sheet 2k texture. Be smart with your UV's. You can reuse a lot, such as mirroring the roof. If you are unsure you can always post your uv's up explaining which bits are using the same UV space. Don't worry about the uv too much, it doesn to be set in stone. I often re uv stuff and…
you could get the head material to work, might be expensive mind, but deffinatly possible, most likely you need a dual layer material one to calculate the specular/blurred reflection/normal (with a nice fresnel opacity) blended with a diffuse/normal for the underlying alien brain stuff. could be possible with a single…
I meant you could put the gloss map into the spec map's alpha channel, and the ao into the normal's or the diffuse's alpha channel to reduce the number of the used textures. Because the ao map and the gloss map is grayscale, it can be in just one channel instead of using a full image for them with 3 channels. Then 2 from…
Normal maps! Finally! I had to redo my UVs like four times because my normals kept looking really bad. I was trying to save texture space by mirroring and inverting faces... I've learned my lesson ;_; I started on my diffuse/specular. The plastic shield bit looks kind of strange with the normal map applied on a transparent…
Mohsen >> But why? I mean Dota's models take about 80% of their shading from the textures. It's even mentioned in the texture guide that you should bake the lightning information in (look at QoP's texture, it already looks shaded even thought it uses flat color material). Or did you mean that the normals won't be coherent…
Just a quick update, I've started working on some variant floor materials with different speculars as suggested by Oniram. Thank you for that. I've also been messing around with Detail maps and might have come up with a solid final material for now. Also in the second screenshot I've made some curved walls just to add…
JadeEyePanda figured out what the black dots were, it's just the color run off. I have the the diffuse color between two of the ao layers, one is at overlay and the other is colored a dark blue; thus anything out of the white zone shows up as black. That's why the dark spots aren't actually showing up on the model. I…
Thanks for the answers, I forgot about this thread :-) I believe my slowdown was caused by many objects with multiple UVW modifiers and turbo smooth. Once I removed or collapsed the UVW Unwrap modifiers Material Slate Editor became fast again. The strange thing is that the Basic Material Editor kept working. So when I…