Excellent work! Interesting idea to add the wood beams on there to hide the seam. It looks like you toned down the spec between the ceiling tiles too. Any chance of a fly-through once you're done so we can really see that sweet, sweet spec detail?
What the other guys said. Also, from what I can see here it looks like your spec map (and probably lighting) could use some work. The brass/gold metal is blowing out and the wood doesn't look like it has much spec at all.
Getting going with the textures, my focus so far has been the base metal of the barrel and hammer, the rest of the sheet is just blocking. No real spec or gloss map yet either. just a quick and dirty spec to get me close. a closer shot without the colour grading.
Get some scratches and worn edges in there man, the mat is reading a bit bland because you dont have much of that. And also, throw a bit of a gradient over the entire thing, in the diffuse and the spec. Did you render out an ambocc map? Multiply that on your diffuse and spec as well.
Sorry, no details, but I do know the iPhone runs on the PowerVR chipset. They offer some tools here, not sure if they work with iPhone content specifically, but it's a start. http://www.imgtec.com/powervr/insider/powervr-utilities.asp Also might be some specs in this thread: Low Poly Hardware Specs (on going)
Cheers all FAT_CAP - Yes, I went to Teesside Uni, during 2001-2002, i did a computer animation degree. What course were you on there? The tight spec around the lips is controlled by a map (like a spec map) but applied to the "wetness" slot of brazil's skin shader
I just finished up this little probot fellow (gleefully stolen from Carbine's WildStar as bit of practice working with more stylized textures. I would really appreciate any critiques you have for it!:) Specs: 1878 tris, 512x512 color+alpha, spec+gloss, normal and glow Software: Maya, Photoshop, (displayed in UDK)
Hi, I wanted to do some texturing for non-pbr spec/ glossy shaders in Photoshop again and i miss this script a lot. It basically exported layer groups marked with a ~ sign as corresponding files (diffuse, spec, glossy etc) and allowed for single hotkey export. Does anyone know of a similarly easy export script?
Is it possible to pull from the R, G, and the B separately in 3dsmax's material editor? I create my shaders in the game engine we are working on this way (spec in red, spec power in green ect.) and its always a pain in the ass to save each map separately for viewing my work in max?
Just finished up on this little personal project. He's 4.3k tri's and uses a 2048x2048 dif, spec, normal and gloss map. Little high specs, but i wanted to get the most from my bakes. Modelling in maya 2012 and zbrush, textures in photoshop, rendered from marmoset toolbag. Wires and maps Highpoly headsculpt: Cheers for…