Awesome Trainfender thanks for posting those. With that branch diffuse, did you use a photo ref, or model and texture the branches/leaves and then render out a flat ortho view to use as a texture on the alpha cards? The characters looking good, I love how the clothing on the upper body has a real sense of thickness, for…
I think he means the diffuse needs to be smoother, with the spec map bringing out the details instead. Like how you only see fingerprint smudges on a screen when viewed in the light from the right angle, stains and wear will often be only visible in the same way, which you show with the spec map.
i absolutely love the entire look of what you have going on, but i think the diffuse on that rifle needs some more work. the way it sits now, the texture is quite muddy and lacks little details found on other rifles (text, buttons, switches, levers, etc). nice start though, and it does look quite good in-game :) keep up…
love the environments man! And the gun looks to have come a long way, but overall the gun looks like it is made of concrete. Pull out about 80 - 90 percent of the noise you have going on and then let your spec map really do the work. It is hard to tell but did you make your diffuse into normal information and overlay it…
here's some texture tips :) textures are made from typical tile textures (you can find them on specialized texture sites (www.cgtextures.com, www.textureking.com or simple google image search). Then they combine in photoshop with masks. After that we do handpainting based on texture pupose - if this texture is a wall…
i use 3ds max-zbrush-photoshop pipeline. I do initial lowpoly in max , then bring it to z-brush and detail it up, then do retopology in z-brush, this new low-poly goes to unfold3d where i unwrap it and then i bring hipoly and this lowpoly to x-normal, where i compute normal map. after that i texture diffuse&spec and so on…