someone has already said what I was going to mention but I'll highlight it for enthusiasm Normally a specular too high would send me raging, but the diffuse is so dark and... well worded "muddy", that I can't even tell where there is light. In a pretty game colours are prioritised like this: Artist - Hue & Saturation…
Yeah I would make gold warmer and brighter, brass would be darker and not as shiny. Bit of green like Eric suggests would work well too. For silver I'd tend to make it brighter, bluer and more shiny than steel. Steel would be dark grey maybe even with some brown in the diffuse. I think you can come up with some good quick…
Entry Sarah Connor: Terminator 2: Judgement Day! Ingame: Wireframe / Triangle counts: Character Maps: Diffuse: Spec: Alpha: UV Layout: Scene/Environment Maps: Diffuse: Alpha: UV Layout: Weapon Maps: Diffuse: Spec: UV Layout: Notes: The in game scene is from the actual movie when arnorld first appears between the two…
once i had the diffuse done i duped the PSD and messed it up from there. I would push the contrast of some layers, increase saturation etc. Then I did use some cut up brushes with scattering and such to throw dirt on the surfaces, you can see it the most on the blue piece at the top. The thing about specular maps is pretty…
if you really want to do this as a baked diffuse rather than a realtime shader then set the material to be black and about 90% reflective. Then set up a floor plane, medium gray in texture, and about 20-50% self illuminated. Make sure it's big. Put another small plane or 2 out well in front of the model in positions for…
Looks cool, I think the second looks like an improvement but I would be cautious with the specular. Just because the texture is being used doesn't mean that it should show up on everything. The purple highlights on the straps and a lot of the cloth kind of stand out as making the material look awkward. I would focus on…
Bake the fence and pipes seperately to two different low poly meshes (use clone to make sure UVs are identical) then bake a diffuse map for each being sure to check split alpha for the fence, that will give you a texture called A_*texture name*.tga. That texture contains the alpha for your fence and you can use it to make…
Hi! I love Destiny 2, so im looking forward to seeing how cool you can make this. As far as critique goes, do you have a purref or something where you can have your references all put together? I would suggest not only looking at a bunch of destiny references but also real life references to help your cave feel grounded…
Hey guys, A friend of mine told me to post this script I made to ease your lifes while texturing in photoshop. I created a script for photoshop that can export multiple .tga's with the right suffix and resolution from your .psd file. It utilizes the name and path of your psd. For example, I have this .psd named…
Yeah I know I lurk, so my post count is low. I usually don't have much to say. BUT! Today I scored my first 3D interview as a texture painter. It was over skype so it wasn't all too professional. ANYWAYS, one of the questions that was asked: I'm confused as to why use an alpha on a texture..... why can't I just doctorate…