The car's diffuse needs a bit more detail... other than that it's looking good! I think you could make the lighting around the edges of the room darker to give it a grimier feel and to pull focus to the car.
thx jocz here are some final renders in marmoset toolbag Realtime model 9180 tri's 2 K > Diffuse. AO. Normal. and Spec maps http://www.youtube.com/watch?feature=player_detailpage&v=za1jH2puFvQ
Some time ago I had to do an Arttest for Gameloft. The specs were 5k triangles and 1024² diffuse/normal/specular. But like poopipe said a 3k 512² maps character is probably a good estimate
Jonathan Marshall: yes i did use a lot of polys for this building. I forgot if i mentioned that midway i changed to just doing highpoly. and the last picture is a viewport screengrab with only diffuse applied.
Hey guys. It's been a while since I've done any personal work so I went ahead and started on a 'desert ground' texture; it's not totally finished but figured I'd share anyway. DIFFUSE ONLY:
Thanks for all the comments. I cheated and ran the diffuse thru CB and this is the result: This is the normal map now: I think I will leave it as it is now and do something with more complex geometry. Thanks for all the tips.
I can't sub-d model for crap. I've been doing hand painted stuff most of my career and recently moved on to the baked diffuse workflow that Blizzard and other companies have been using.
If you are using static lighting on your background (no realtime light effects) then write a shader that only calculates the diffuse combined with the lightmap and does not calculate lighting on the geometry at run time, it will speed things up immensely.
The crystals almost look like pieces of cloth. There are too many curved lines. Also, something to do with the way your material or normals are set causes too much diffusion. What program are you using?
Yup, you just apply it as a material with the checker texture as your diffuse map. That way you can see it on your model as you unwrap it. Let me know if you have any other questions :)