Get your normal and spec maps done, then bake some ambient occlusion into the diffuse. The shader should do a decent job of the rest, so don't go crazy on faking shadows etc.I'd put the glass on a separate texture so that the alpha will sort properly and so you can apply an envmap to it. The rest is fairly non-reflective,…
Pretty nice stuff. Looks like your highpoly modelling for environments is good, although I'm not sure about the specular map for that techy wall, looks a bit busy and not really matching the details in the diffuse/normal. The grass texture on the grassy environment seems scaled very large, looks quite weird. I like the…
The Normans, descended from the Viking raiders, were really competent at building castles and built many in Europe. In fact they built the first castles in the UK. Before that the anglo-saxons were only using wood. The scene needs more shadow and light in certain areas. At the moment the scene has no strong defined areas.…
Very nice work. I really like the design of the ship. The only crit I have would be to work on giving the different parts more contrast in how the light behaves on them with your spec map and diffuse map. If you use a spec color map, that would help a lot. Everything is pretty low in saturation. Rather than see you up the…
Thanks for the feedback :-) Yeah, the wall came out kinda flat, I'm gonna give it another pass and see if I can fix that :) Problem is that that area actually is kinda flat in the highpoly, might need to bump it up in the highpoly aswell. Also I'm very pissed at myself because of the poor design of the wall, it was kind of…
Oddly enough, I went to the same school as elementrix and absolutely hated it. There's that part about being lied to when it comes to vertex normals, there's that part about NURBS taking up a full third of the whole first year's modeling, and there's that part where your first texture has to be a Diffuse/Spec/Bump map for…
As far as I can tell . It is not worth overlaying another model and add alpha on it . I mean mental ray SSS skin shader has all those properties . YOu have diffrent settings for each layer of skin . Those setings also have the depth and how much it will be translucent . But usualy a good fake is to use raytrace shader and…
I'd probably just do it at true-res. Same way you'd do a diffuse texture for a character or environment. Paint all the lighting in, photosource stuff, go in with a tiny brush to pick out the highlights, slap some overlays on to break it up a bit. While that site has some rather crazy intricate textural detail in the UI, I…
Usually with a GI-only lighting solution, you would want to add in extra lights with only the specular component turned on so that you can have nice specular highlights on your objects. In Max, this would be in the "Advanced Effects" rollout of the light, and you would check off "Diffuse". You shouldn't have to do anything…
Dig the concept and I've got no doubt the model will kick ass when you're done, but I have to agree with the general consensus here. My overall suggestion would be to go for minimal detail over the large white surfaces you have in your concept, and just push the forms to make them flow nicely. UE3 has a pretty nice…