Thanks for the quick reply. Oh well, I guess its "render to texture" method for now or try out 3D coat. Has anyone here tried 3D coat for diffuse painting? Maxon's Body Paint 3d looks great but costs a GRAND. thanks
For loop is interesting, pre-vis textures then export them to UDIM diffuse and apply to high res model. I've never used ShaderFX although I watched some training on how to begin using; I assume you can bake out 4K maps ?
Sprunghunt, the problem is: the pieces are already fully normal-mapped. Each and every wall piece has a normal map. Had from the very beginning of this thread. And I still get this problem :( And the lightmap difference is waaay to noticeable to disappear under a diffuse texture... What nao?
Using a detail normal map of random scratches worked for me before, but you'll need to have a custom shader that will only use this normal to calculate an additional specular pass on the scratches but not for the reflection or diffuse component. It works with point light sources but it probably wouldn't work with IBL.
They have no definition? Looks like you're only using a diffuse with no roughness or metallic maps? /spec/normal Obvious seams on the one that looks like fire & the stone wall? Not sure what you're trying to capture with these textures. They're very unclear and need a lot of work.
I'm struggling a bit over color choices, specially on her shirt. My favourites are B or A. I think C brings a bit more the steampunk vibe to the character and D is the safe one because most of the accesories are tealy too. This diffuse is a rough base work.
Try adjusting your material so that its not so glossy. Try Diffuse: ~.50 Grey, Specular: 0.3, Gloss: 0.3. For the most part looks good but i think you're missing a few details like the grooves in the wings. @Oniram: that made my day!
Wouldn't it be sweet if Zbrush5 had a robust painting system that worked with UVs as well as it does with vertex painting now with layers and saved masks. With a 1 touch export that would make separate spec, gloss, diffuse, etc. files. Edit: Saw popeye just posted this.
Time for another update. Currently I'm at a very basic texturing stage (diffuse + spec), rendered using Xoliulshader. Please post any comments/ critics that you have in mind, cus it really help me making my work better! Thank you :) _Revel
What part about it do you think isn't realistic and do you mean the painted area or the bare area or both? Do you think its a texture issue or maybe i was too extreme with the render effects? The order is diffuse normal spec then gloss