cycloverid: Yep your lighting is too strong - metal generally has a very high reflectivity/specularity so you want your metal in your spec to be stronger than your diffuse to achieve the effect. Your spec map right now is too similar to your diffuse - if you pump up the values of the metal areas you want to stand out more…
Thanks for the replies. Peris: Yeah, I made a high poly ship and baked it down. I'd show it off, but I need to read up on proper presentation first (some people have some great renders of their high poly). I'm also a fan of stylized work, so the diffuse is mostly hand painted with a couple overlays for help. Maybe that was…
wow this really rocks! Good job :D . Can you tell a little more about your workflow? Did you make a high poly for this or is it mostly diffuse texturework? It's hard to tell from the screenshots.
This is looking good - texture work is nice man. The breakup of materials could use some work, bring out some different values in the metals some more in the diffuse and/or spec. I'd push at the least the big rounder underside area to be a hotter spec to catch nice highlights. Some broader chips in the paint would help…
Ignore this first set of screenshots! Please see updates below :P Hello again, I've recently made the decision to start working in a more current-gen workflow, as I've had a very low spec workflow in the past. My latest project: A racecraft in the same vein as F-Zero or WipeOut. I gathered a ton of reference from…