almighty_gir - I would watch the eyes as they are too white. The face structure is geting there, bit seems to be lacking some major forms I presume you baked some Ao in to the texture , but it makes it look a bit grey. My solution to this is to rebake the diffuse with around 75 self illumination and overlay tbis around 50…
Looks real nice dude, the one thing i would say is that your lighter metal should be darker in the diffuse, so you can push the reflection contrast more than the diffuse contrast. As that is why that material would be brighter, because it is more reflective right? A brighter diffuse there would tend to describe another…
OKNO, The black trousers with the blue hoody if you want to mix and match ;) I'm looking for ways to improve, due to the nature of the project everything has to be diffuse only. Still WIP. Keeping in mind it has to be diffuse only, ANY crit would be welcome. (The obvious tiling on the building to the right has been fixed)
excellent work guys. props to fatcap, ruz and adam :D hey ruz, i think its about time you threw out a tutorial XD hwo do you go about your diffuse? do you use the AO some? seems from your diffuse that your dependency on your ao is minimal?
Marmoset's easy-peasy. Save your model as an OBJ and your textures as TGAs Open Marmoset Click on Material Editor Under the File tab click Open Mesh to browse for your OBJ and open it Click on the Mat tab and select Phong Environment (since this is a world model and not a character) Use the Diffuse Map, Normal Map and…