Hey Dannny, you have all the parts to create a decent game asset and it’s a good first attempt. The model isn't bad but it’s nothing amazing your texture maps are really going to make it look game worthy so take some time on them. The first thing you should adjust is your UV maps make sure you have good resolution across…
spec is bright! Have you tried crazy bump? you can download 30 day trial :) from a diffuse map it can generate normal and spec. it's a good place to start.
I honestly dont know, really. I painted and photo sourced the diffuse. I dont even think the specular works XD and the normal was done with the nvidia plugin. The unwraps were all max default. and that gradient is heavyisnt it :P
Okay, im leaving the normals how i have them, and will be less leniant on my next modelling attempt. Now onto diffuse and SPEC. How do specs work ? cause when i use them, they never really seem to do anthing.
Erm.. so basically do each section seperately i xNormal, then compile the maps in Photoshop? And The Pin does ned to be there, otherwise the ring would need to be moved, then the shape would be messed. I do agree on the other options though, widenning the chamfers and adding polys to the nutsack :) and thanks guys :) gunna…
"FIRE IN YER HOLE! Ahem- now you have a decent low poly mesh, your workflow for the high poly could be- if using this mesh, eliminate any ngons or triangles; all quads in the mesh to make it friendly for subdividing. Subdiv it (or at least do a sub d preview if your app can) and add in edgeloops to define sharp edges. A…