getting better, you need to start the spec map the same time you make ur diff. Or else you might create the spec as an after thought. Work on all 3 types of maps at the same time vs finish diff start spec finish spec start normals, finished post on p/c.net :) I hope that helps :)
looking good man ! one thing i'm noticing is that you need to push the spec settings on ur shaders a lot more, really showcase ur spec work ! speaking of spec.... for the pylon add a hexagon pattern in the spec like in this image below. it'll make things pop ! and on that bottom area add some swirl lines like in the 2nd…
great process ! everything seems to be coming together. Nice metals, but the spec on the shader could be pushed a bit more. the spec scale could be increased a bit more. also can you post your spec maps ? i wanna take a look at a few things :)
for ur spec. the areas that are metal on ur forklift. like the front bit and the black areas that are metal. in ur spec make all of those 50% grey. and only put details like scratches. The (some) of other details in ur spec right now dont have a lot of logic behind them. For ur WW2 scene, i hope its something small /…
the 2 main things i want you to take away from the ref is the high contrast in the spec map and how the gloss map is used. The spec has more high contrast, pushing both black and white values. Right now in yours its mostly dark grey to black, bring in some whites. Whole areas of the forklift could be in the high white…
I've sent you a "very special" image to your personal email :) showing that 'colour spec' details. Now with your current spec you are doing a few things well. >Your adding and removing additional information >> scratches , wears and tears, mini dents But the way you've done the spec map can be greatly in proved :) >in some…
Update: Wanted to get these images up, Ill have more tonight :) Still need to do : Re-place pipes around the scene, tinker with my vertex painting in the walls. Final Pass on main boiler texture I have a DVD (just got it a bit ago) thats taking me through the lighting process in UDK, so that will also be up soon! Overview…