wow awesome work :) one question, what's the 4th texture map you have at the botom right? i'm guessing either spec or gloss? i'm inclined to say spec and the top left is gloss, would apreciate it! But yeah overall great work, looks brilliant, love the work on the face.
nice work so far :D I think the spec on the wood may be a bit too much, it makes it look similar to the metal spec as it is now. And I agree, the metal is noise right now, i think you could tone it down and refine the scratching a lot. keep it up!
I worked a bit on the spec map for this little guy, here are the maps used and a little comparison before and after spec map was used. I'll work on posing him now so I can get more appeal, but any critique or tips would be highly appreciated. Thanks in advance!
gradient map, 2 points. 1 at a value of 255 with alpha of 0 for the metal areas. second point with a value of 0 with an alpha of 255 for the metallic areas. metal/rough for spec/gloss same thing but the metal areas are the spec color of the metal. also, don't over think it - its not that complicated.
Like tynew said, the spec should be the same for the two different colors of tiles, and the grout should have really low gloss. I think the albedo should be a bit lighter perhaps, as having a dark albedo and bright spec causes it to look metallic. It looks pretty good as it is to me, though!
some rocks i created, could maybe lower the spec, looks a bit metallic? the sort of brownish colour is the HDR so i think i should lower the gloss and spec a bit. but pretty much done, ill do a couple similar ones to mix it up a bit
Yeah I think if Rage had no spec whatsoever it would be pretty obvious in every video shown! It would simply look off, since any specular highlight is view dependent ... I am 99% sure that a megatexture stamp holds at least diffuse, normals and greyscale spec ...
Low-spec art these days is rarely about technical limitations, and almost always about budget/time/style choices. Of course, if you can do both low/high spec art you're going to have way more opportunities then if you can only do one.
acitone I am not sure if you have to override spec, but I tend to overrride glossiness map. Not sure about coloured spec, just leave it the same as diffuse I guess. Linear workflow is one of the most pain in the arse things to work with and it seems to confuse almost everyone:)
omg, thanks Bek ! Nice link, just made my day ! Will reread it 3/4 times when I will be working on the spec, but lots of cool infos about materials and how spec work. awesome :D ! For the bow, it will have some decals, I left some space on the diffuse for it ;) :p