I'm still trying to wrap my head around the idea of having UV's dedicated to tiling textures share the same 0 to 1 space as UV's that will be textured the regular way through a diffuse texture. The diffuse texture would have a lot of empty space if that were the case no?
Hmm one thing I forgot to mention in regards to your post Isaiah, I currently don't have any spec maps applied, just normal and diffuse(overlayed onto a fake AO). I was planning on creating my spec from my finished diffuse.
Altered the shape some more including the jawline, new set of eyes, altered the upper body, changed the diffuse and spec a little, connected the hair and skull and redid the diffuse on the hair but its not coming through as clearly as i would like may need to redo the normal map for it.
Totally unrelated subject-matter. BUT... Since I know that I will be heavily relying in 3D in this project. I wanted to create a small scene that will focus on how efficient I will be utilizing 3D while the focus is exploration and less on asset creation. Common challenge in utilizing 3D is it get's fairly technical if you…
Ok I went kind of crazy.. Having tons of fun with the diffuse texture of the floor pieces. Only normal and diffuse so far. Rendered in max using xoliul's shader. C&C welcome :) I find it quite hard to choose the correct colors. What do you guys think?
Actually is a mix of modelling, normal map and a strong AO in diffuse :) There is only lod1 in this case, the polycount limit is surprisingly high Here is the wireframe and flat diffuse: And the highpoly made by Zaphk: [ame=" https://www.youtube.com/watch?v=pMpkOG6RbBQ"]Dota 2 workshop - PA cape time-lapse - YouTube[/ame]
here is the final presentation!!! it has been a fun project but i simply have to move on for now! thanks to everyone who gave critique and nice comments during the progress!! specs: 20,000 tris + 2048x2048 diffuse for the character and 2,500 tris + 1024x512 diffuse for the gauntlets. modelled and rigged in maya and…
I only have a few textures at the moment that are properly done. Terrain uses two diffuse and one normal @ 1024 x 1024. Rocks are 2 diffuse and 2 normals @ 1024 x 1024. Plus some trees on the island. The building is now just a tiled simple metal texture that will be replaced.
adjustments made to the emmissive texture for less saturation... adjusted both the lamp's spec and the ground's spec so that the spec highlights that aren't describing a metal material are inverted to produce neutral/white highlights. adjusted the lamp's diffuse texture so that the metal surface's color/diffuse is a bit…
Update: I fixed the lighting in the scene and made the diffuse on the blades bolder by adding the texture into the specular map as well as the diffuse. I also got some better screenshots that better show the specular maps. The marble was also given more of a red hue just to add a bit more color into the scene.