I feel your floor texture could use a bit of work, the tiling of it is very noticeable with the dark section. Do you plan on using Normal/Spec/Cavity maps as well? I believe your scene would benefit greatly from these, and you should focus on improving your current materials a bit before moving on to others. Your diffuse…
Rendering out a complete map should do it. If you want shadows seperate from your diffuse and spec maps you can apply a white material to your object with spec at 0 then render a complete to get AO. Then render out diffuse and spec expertly. The problem is, the lighting will change every time you move the viewport. You are…
It looks lovely, really nice high poly modelling and the low poly has come out quite well too. I think in terms of texturing you could probably do with building up some layers of paint, and even some areas of variation within the diffuse, as at the moment as far as I can tell the diffuse is a solid colour with some noise…
well there is a degree of falloff but a few things we can likely establish is that the base color values are likely all even, if you want to be pedantic to get the true base colour I would say sample the front boxes in the least ammount of direct light then take the shadowed and unshadowed diffuse spots around the boxes,…
Hey man looking good, you're almost there! One thing that’s reading a bit weird is the belly. It doesn’t look like a human belly, more like a big belly or something, and unfortunately there's a really obvious seam at the bottom which is reading as a flat, bright pink line. The seam seems to be more obvious because its…
What is the final software you are sending the model to for rendering? Is it a particular game engine, like Unity or Unreal or CryEngine? It sounds like you want to tile the diffuse, but not tile the normal map. If the engine allows you to create a custom shader, you can set it up to control the diffuse tiling separately…
hey JoaoJ, Thanks, the extra detail is due to using a Normal Map. A Diffuse map is the colour information and a Specular Map describes the materials showing how light interacts with it usually along with a Normal Map and sometimes a Gloss Map. Using the basic 3 gets you your colours, form/extra details and then any…
AO maps are only for fasilitating the development of diffuse textures. I doubt there are any games that require AO maps because many of them generate it for the ingame geometry. Normal maps have nothing to do wth AO maps. They just store the shift of the normals on a surface. This is why normal maps cannot hold height…
Finally, Cringer gets to see the light of day! I am a child of the 80's and so of course I had to make some sort of He-Man related model. (He-Man himself is kicking around on my hard drive, unfinished...) Battlecat was under threat of never getting finished, so I quickly decimated him in Zbrush and then posed and textured…
Bit of a weird mix you have going there :P I love the clean look, but yeah the normalmap could really use with those panel detailings in it to catch light around the edges. You also have a lot of the shine and directional type lighting in your diffuse, you want to get rid of that, that fights with the whole idea of having…