Hey guys! A couple of months back I tried to do some hand painted textures on a character and now I'm back with a new one from the same series of concepts (by Marko Djurdjevic for parasytic moon). This time around I did a sculpt, baked some normals and occlusion, lights etc. to get me going and then painted the face,…
Hi all. I've noticed something strange and it could be due to my GPU with only 1 GB of ram. But Im not sure. When I begin the project in non-pbr-spec-gloss and then change my shader to another shader, my object will become a flat textueless grey. No matter what I do, it will remain this way until I go back…
Hi all, I have just finished my latest creation the GMC CCKW 2.5 ton Vehicle. This is my first attempt at vehicle modeling as I am currently in the games industry as a 3D Environment Artist but I always strive to vary my portfolio work as much as possible. The stats for this piece are as follows: Main Truck Body --- 1 X 2k…
So yea this is what I mean by dated. First lets talk about materials and texturing. Here is Doom 3 Geometry and resolution differences aside notice the constant gloss value across everything, and the low detailed spec map. Also notice how the metal is not reflecting anything in the scene. Here are a few assets from your…
I'm not sure if these things have been said but here is my 2 cents. At first glance at your maps, that spec isnt contrasted enough. The way materials are read from other materials is the level of spec they have/reflectivity. It seems like your spec isnt using the full range of values as i'm barely seeing any black. That…
Generally the "must have X shipped titles" requirement on jobs postings is just to scare off the noobs. If you have awesome art, you don't really NEED that experience, but it helps. Its all about showing relevant skills though, as is the case with any resume in and job field, experience on lower spec games will make you…
Heh I didn't read all of your post before doing a quick painting. Oh well this might not be what you are looking for I thought you were asking how to do it as a hand painted texture. I didn't realize you had a normal and spec. To truly pull off Obsidian, you have put a lot of love in the spec map and be more subtle in the…
Not really sure about your normal map problem, but your phong fresnel ranges are kinda set weird, that .1 means any facing surface will show less intense phong spec which creates sort of a falloff effect i think, and your gloss is set to 1 (phong exponent) which might not be what you want, might as well use your gloss map…
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…
I really dig this. At first, when I took a look at your diffuse map, I was really confused. To me, your diffuse map comes off as being almost a concrete texture. Then, in your FPS views, you have the really nice metal look. I'd imagine that's all in your spec map. I'm still trying to wrap my head around creating spec maps?…