Yay, congratulations ! everything looks perfect :) just a small question : is emissive totally independant from diffuse? we tend to multiply emissive (greyscale) by diffuse to save a few channels, but I guess when you deal with magical assets the emissive often has to be different from the diffuse... is that right? can't…
Dayum, this is great. Your concept stuff is amazing too :D Do any of the props you've done use normals in game or are you purely just using normals for adding light information to your diffuse?
Amazing work as has already been said :) Can I ask how you get such nice edge highlighting in the cuts, as I know you originally created a ZB sculpt and then baked down... usually the highlights on cuts or broken areas would have to be painted in the diffuse.
Really nice work. One Question: Do you use Spec Maps in WoD? I thought in the past Blizzard used only Diffuse but I saw some reflections ingame which looks like spec maps (e.g. at the golden hawk-figurines at the spires or arrak)
I don't play WOW but out of curiosity, what maps do you use in-game? Diffuse being the obvious one.. I'm just wondering about lighting mainly, do you use normal maps? Or some kind of baked lighting information? I'm trying to do some hand painted environment work at the moment and short of using more polys or normal maps…
This is amazing work, truly impressive. Is it possible someone could answer a really DUMB question about workflow. Using this as an example. http://2.bp.blogspot.com/-6d907Ft-eKw/VGg8XUqM7aI/AAAAAAAAAZk/JMWyA1oboBk/s1600/6.0_draenei_arches.png I assume there is a low poly version of the mesh (the top left in this image),…