i had a really good look at that pillar, and i reakon i can see a few slight smoothing artefacts under your strong diffuse, blatently i would not know if you hadnt said, cos you had the amount of detail and strong diffuse, but if you had a cleaner object with less diffuse detail, i would suggest that the effects of your…
Looking good for a flat diffuse pass =) Really gotta work on pushing that spec, it doesn't seem to be doing much of anything, but it could be the lighting. I agree about the scratches it does seem a bit excessive in a few areas. Keep it up, its shaping up nicely!
I think the thing for me is that EVERYTHING is scratched on your diffuse. That just wouldn't be the case. Try to think about the model, and scratch it in areas where stuff would be brushing up against it. Honestly, flat metal isn't a bad thing. It gives the eye time to rest, so it can focus on the important details.
in your normals, go into the levels of each channel and make sure it is using the full range, a lot of the time people dont do this and you lose out on a lot of pop. diffuse work looks solid, just gota start getting the spec rollin' off there, dont tweak it so it looks good in max, tweak it and check the result directly in…
Here are some updated screenies, The visuals are not due to funky light setups all im using is a default light and in ut3 i've got a direct and 3 omni's. Its still flat, even if I bump it up with constant 3 vector + multiply. I double checked the level ranges of all the channels and here are the results. I appreciate…
Looks so much better Will. The lighting along with the spec is finally letting all that detail you did pop out with a nice punch. One thing though, on your second shot on the walls on the sides of your door seem very white. Is this due to your spec or is that in the difuse? If it is in the spec then it seems that the paint…