Murph : I hate you with Odin's might. That aside, this armor is absolutely blowing my mind. As said by Haz, you guys really worked up a weat on those armors, and the diffuse are mind-stunning. I had a lot of people coming up with stuff like "old gen texture is dead hurp durp, everything with normal and shaders now…
Your normal is looking pretty good! Take a copy of it into Crazy Bump and paste the normal in. Now, take the default Diffuse that is generated, and paste it in a new layer set to overlay at around 50% opacity. Now, fiddle with the Ambient Occlusion sliders (usually 100% power, 10% lighten, and mid 90's% detail) and…
Hey there! Been doing some work on a mod for Skyrim the last few weeks. A mod which mostly focuses on weapons and armor, with influences from Gothic and Nordic culture. I would really like to know what you guys think, because right now I'm taking a break from the project due to other work, so none of these textures are…
Drop your diffuse to near-black and keep your specular the same for starters. Metals in general should have a very dark diffuse and bright, wide specular.
So here's the lowpoly version of my doorway arch.. still some tweaking to do ,but i like it! Upper one is with the proper diffuse texture. The reddish tint render is just with Ambient Occlusion map as diffuse texture (just testing..)..
@Jedairusz: Spec and Diffuse look good, but the bumb is weak, feels like two layers (ground+rock) Try to load the diffuse into zbrush/mudbox and sculpt the basic shapes, then use crazybump to add the small details. Or paint a hightmap that is closer to what the reference woudl look like.
@itismario I've always loved your work man, and so does Zach Helms ;) I'm intrigued by this character though; Your website says it's a diffuse only texture, yet the diffuse texture doesn't match the final look of the character. How are you achieving the final result and making the texture look so drastically different?
It takes the following things: diffuse (doh) opacity in alpha normal map spec/envmask in alpha phongexponenttexture (gloss) map: r: gloss g: phongalbedotint mask (makes specular pull colour from diffuse) b: unused alpha: rimlight mask And you can tweak fresnel ranges etc intuitively with a .vmt file so it's pretty good
Hmm, I'd say deriving specular directly from diffuse is usually a bad idea, there's no 'one size fits all' approach. When creating a diffuse I group layers per material and use adjustment layers per group to create the spec. also you wouldn't need coloured spec for something like wood, it's generally only needed for…