@vikk0: I will do some tweaking on the lowpoly :) Thanks! @garriola83: I don't have much time now, but I will reduce some loops on the arm that will be hidden by the armor. Thank you! Update: Started the diffuse map, still VERY WIP. Armor not included:)
Yes, but that's still a labor intensive process and time = money. I know people have started using the sculpt + bake for low poly diffuse only work but from what I've seen it's more for a consistent art style than any time saving.
hehe, UV's=topology=mesh. You can't copy\paste it just like that if meshes are different. -You has to unwrap your new model. -You can project diffuse texture if you want to. -Normal map also has to be created from scratch.
-scratched parts seem weirdly bright even though they're dark on diffuse map -texture could use more variety of hues -dark paint lines are totally unaffected by scratches, they look like someone added them after gun got worn
Damn you life and getting in the way of me doing what I love most! Anyhow, here's little texturing process as I was unable to get a lot done in the past few days. What do you all think? Diffuse only, unlit.
Looking really sharp! The specular on the jacket looks too high to me unless you're going for a nylon type fabric. Also, hard to tell cuz its zoomed out but the skin could prob use some more work both in diffuse and specular.
As previously stated, definitely work on the specular map as well as skin bump. And fix that highlight on the lips. You only need very subtle highlights on your diffuse as your AO map should sort most of the depth issues there. Focus more on the colour and texture.
Interesting stuff. You could probably try overlaying a curvature map on the diffuse, this will highlight the edges and crevices. I just did a quick mock up in substance designer baked down to a piece of proxy geometry (the orientations were different, but you get the idea).
Depends on the model, but the rule is to make sure your object 'pops' off the background, as yours does now. It varies. With that said, I would set your diffuse color even darker then it is now, you want to fairly dark to sell the surface details better.
I get failed to load mesh.. Would love to see that you can load diffuse texture (not limited to one texture but if needed multiple) and bake that from Hi to Low mesh as well, I do that all the time with 3DsMax using scan data.