Thanks again for the feedback I focused on getting the bad moss out, getting better moss in. Painted a new moss texture in Zbrush then blended it all in via masking in PS. This version also has cavity reduced substantially. The second arrangement of bricks has to have the sand part completely redone. I worked on the file…
Thank you everyone for replying! :D Thanks to my favourite polycounters (esp Zwebbie,Ruz and shotgun) and all they're help, I AM DONE :0D Presentation Construction: I learned a shit load of things on this one :-) That shadow is just matte shadow projected onto a plane and used as a diffuse (inverted diffuse used as alpha)…
There are many different methods to creating a face diffuse. Personally the way I try and work is by: a) Setting up my Ambient Occlusion and Cavity maps. b) Establishing the base colours in separate layers so they can be easily tweaked. c) Giving the entire face a base skin texture to start me off. d) Painting in minor…
Ok Adam Sensei I'm gonna add to my list of questions, and number them for ease of replying! 1. Did you use a normal map on your rocks, and if so was this baked or generated from the diffuse? 2. How did you scatter your ground foliage, not the trees, just the grass/plants/reeds etc. I've tried using DecoLayers but I'm…
Hmm, ok, couple more questions... 1) Just say I was doing a lightmap for the purpose of the engine, does my original theory still make sense that it's ok to overlap/flip uv's? 2) So just for portfolio reasons I want to have some sort of detail map. So for (a made up) example, I have 4 wheels. I had a small texture budget…
Thanks for the advice so far. I had to go through reformatting my computer and reinstalling stuff, but I got back on this today. I agree with taking the lighting out of the diffuse map, I just enjoy doing that and having that makes it a touch easier for me when it comes to actual lighting. Anyways, here it is now in Unreal…
try to stay away from adding too much dark splotchy stuff to the texture, unless it is part of a pattern or design, it really muddies up your normal map and complicates things. Your diffuse and specular should compliment the normal, and the normal needs to work with the diffuse and specular it is a fine balance. Let the…
I disagree. There is no "should" when it comes to normalmapping (and making games in general) You do what gives the best result in the shortest amount of time. Learn how to use the PS filter to your advantage. Its a great tool and espceially in combination with generating normals from high res. About polycounts and texture…
Agreed with above crits. At the moment the texture looks like pure diffuse... I'm not seeing any evidence of normals or spec at work there. Chris is spot on about modelling a big, simple high-poly mesh to base your initial normal map off. You can do the finer textural detail in Nvidia filter, but it doesn't take long to…
Ah yes, you're right, there are various diffuse lighting passes but not a shadows-only pass. And I don't think the shadow catcher registers in the render passes on the moment. If you can tell me more about what you're trying to do I may be able to give better advice.