Thanks man, yeah I'm still working on the diffuse at the moment, such as the cabinet damage. Those two blue bars at the top were just thrown in just before I took the render, I've brought the polycount down since. Thanks for the offer though :) Anyway heres a quick update on the diffuse head map at the moment, I think I…
Looking at your props you seem to be using your diffuse texture to derive a normal map. Diffuse gets turned into a height map using its luminance so dark areas get pushed in light areas get pushed out. Diffuse colour rarely has anything to do with the elevation of the details on a map. Your better off doing a greyscale map…
Good effort so far man, i like the guys suit and your mckellen is not a bad likeness. :thumbup: IMO Your spec maps and diffuse maps seem too similar so i think you should develop them in tandem. The diffuse needs to be flatter, darker? The scratches seem to be in the indented areas? how so? The edges get batterings…
I recommended you using a blue version of the diffuse for the reasons mentioned in the thread I linked, there are technical aspects that justify using complementary colors for non-metallic materials but still it's just a starting point. The difference is that you inverted the colors, inverting shadow information as well.…
This is my current character, was given to me as a week long challenge from a friend, I'm still working on the diffuse map, thats the only map applied to the model at the moment, would appreciate critique or advice on how I can take the diffuse further, thanks!
Hi everyone, heres an update on the diffuse map for this model, it's about 75% there, just thought I'd post it here to see what you guys think of it so far, any suggestions etc are most welcome. Once the diffuse is done I'll then go generate the specular map for it and it should be ready for UDK then! For any one following…
Heres the normals, I'm working on the diffuse at the moment, hopefully will have an update on that later today. Also the last few images I posted have been resized to their original size as well if anyone would now like to look them over now.
Added some lighting to the diffuse map to help the source shader out, made a spec map and greened it up. I'm gonna go ahead and say it's done, might push the spec map a little more maybe but other than that I think it's come out nice.
What I've noticed about AO on the diffuse is that nearly all companies tend to make the blank space the same brightness as the rest of the mesh. It's a bit harder to read when editing but probably a good idea seeing as mipmapping can easily result in bad bleeding with those dark colours you've got there.