I cant find the transparency slot and the albedo alpha box :( ... and in the diffusion channel there is unlit,lambertian and other channels. There is a transparency slot in the skin diffuse channel but it didnt work
First pass on fridge prop, Lebowski rug, color variation added to brick diffuse, more grunge on pizza boxes, tweaked sofa diffuse and spec and new lighting.
Great! The bottom lighting-only image is looking better overall than the diffuse+lighting. This is a great read on the subject of why: http://udn.epicgames.com/Three/Lightmass.html#Diffuse%20Textures
the hilt looks a bit cloudy. and the scratches on the tip of the blade are too apparent in what ill guess is the diffuse. keep the scratches at a low opacity in the diffuse and make it white in the spec.
And some diffuse maps. I would show the normals and speculars, but they are all so blatantly derived from the diffuse that it really serves no purpose. Cannon: Gun rack: Spoceanfarer:
You need padding on both your normals and diffuse(and all other maps, spec etc). It looks like the black background from your diffuse is bleeding through.
Really nice work:) Noticed one thing, your flat diffuse render of the battle scene is linked to the wireframe render... and I really wanted to see the diffuse render:)
Thanks for all the help so far! What I'm looking to do is what you see on this model: More specifically, on the blue armored parts underneath this robot's eyes, you can see these indented grooves. That's what I'm trying to get. Well, I fiddled around in photoshop for awhile, testing different selections and shapes before I…