Yes, but dont let it affect colors too much, just a hint, it basically shades the model so its darker at the bottom and light at the top, dont choose a specific color for the baked lighting, just a gray value and use multipliers or add in order to add it on top of both materials without changing the color too much. Also…
Yes, i like the direction of this. Now lets add emulate a skylight coming from the top with a mg_light filter which will add just a slight white highlight Then a layer using the baked lighting filter (im assuming your using painter?) with passthrough on color Then show a screengrab of the difuse only. We need to make sure…
awesoem, its looking nice. So regarding the HP edges, i think u can reduce the crease value a little, to make the edges just a little bit softer. not too much tho. Texture wise the gradients and the edge wear is looking great. I would go and add gradients to the shells too, front to back. Here are some oportunities to get…
Here is a before after some tweaks If you look closely to the maps, u can see the difference on the roughness map, which is very important to get right, mainly having roughness variation between material types, and adding dirt and splotches to make the surface more apealing. Small imperfections is what sells surfaces. On…
Looking good! Let me see if i can get some input here: On the UVs, anything that is nearly vertical or horizontal should be perfectly aligned, here are some examples. Even if the uvs become slightly distorted, its worth it so u dont get any aliasing on the model overall. I would still go back to HP and make some changes,…