Thanks for the tips, Vig. I was using the walls on the right for a general color guide, as that seems to be the dominant color of the ship's interior, but I found the disparity between what I saw in Photoshop and what it looked like in UDK made adjusting the diffuse pretty tricky. I got some funky light errors when I tried…
Humm weird. I'm not a UDK expert (you might want to post this problem in the UDK thread) but to me it looks like your normal map is having some trouble. What happens when you unplug it and use only the diffuse?
Are you using the left wall as reference? I think its catching some light from around the corner. Either that or they tried to give the illusion of distance by painting things farther off, lighter colors, kind of a fake fog or "baked in lighting". I think you should use the metal closer to the camera on the right as a…
Something was bothering me about the main vault-style airlock, and I decided it looked too much like a bank vault and didn't really fit with the rest of the scene, so I decided to ditch it in favor of an energy core-type feature. I'm planning on using an emissive map to add some glow to the curved, recessed slots on the…
Thanks, man. After extensive tweaking, the metal effect on the helmet (particularly the oxidized copper) was really simple to achieve. I started with a dark brown base diffuse, and a light kinda peach spec, and then tweaked levels until I got the values I wanted. After that, I sampled a green from an image of verdigris,…