Thanks Obscura. I'm gonna do that. I originally wanted to do the grainy/sparkle detail in the spec in UDK, but I'm not 100% how to do it. Would it just be something like making a map and pop that and the spec function I already have into an 'Add node'?
Loving the feedbacks, keep 'em coming. Updates: 1. Brightened the roughness on the pipes except for the burned part 2. Brightened the spec on the can at the end to look like aluminium 3. Changed the color on the hand grip and spec to look like rubber instead of cloth
Well with UE4, you shouldn't be using the spec input at all, just the gloss and metalness. Spec is just there for legacy purposes. With a bit more color and a few more props this would be a great portfolio piece, you already have a great level, design, and composition.
Ok so a quick method for getting a spec map that I picked up was to take the diffuse, desaturate, and play with the levels. I know this can't be correct so any help with that...or any of my texture pages/unwrap will be much appreciated. Diffuse Spec Normals
I loved Blacklist.. had so much fun, and was blown away by the subtle but really effective use of DX11 features... also... kudos that you guys make low spec vs high spec look very very similar. Awesome stuff man!
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.
The ao looks too strong to me, but overall it looks really nice. I like the foliage on it especially. Might be able to push the spec a bit more too. Edit/ the detailing and spec look great in that first shot, but the detail is lost in the others. Perhaps its your lighting?
I think the base is there and it is good, but..shading wise is weak, lighting flat no visible spec, your metals flat etc.I'd push it further, make use of skybox reflections etc for spec and play with gloss map. Aim for something like this http://polygoo.com/port/charger/raw_textured_low.jpg
Holy crap. That is some excellent work sir. Well done! How are you handling the spec map for her skin? I look at it, and it's excellent, but something reads off to me. And I think it might be a lack of subtle color changing (or possibly color) for the spec map. Thoughts?
I would put some work into that spec map to make it look more like scales. You need some darker spots in the spec to break up the shine a bit. Some heavy contrast tweaking should do the trick. Other than that it looks pretty good.