Squig: Fun model, but I'm can't see the effect of the spec map. I would take this into UT3 and get a nice shader with reflection, heavier spec, some very subtle fresnel and a couple of detail maps for normal skin detail. Diffuse texture-wise you have not got enough color variation in there, the whole thing is basically the…
Dude trust me, I work this issue inside and out... I don't know how you have it setup or if you simply viewing it from the wrong angle. Sections 1 & 4 have lightmap spec disabled 2 & 3 have it on, none of them have any thing plugged into spec.
very nice concept, model, and diffuse map. but Asteric is right. it needs a spec map. also, it looks like the glossyness of this prop is SUPERGLOSS like a bowling ball. i am not sure maybe it just looks like it. perhaps a small gloss map would also do well on top of the spec map.
Dunno if the concept artist was inspired ;) But cant enter this mech like the one in District 9. Another update on the revolver. Needs some more diffusework and prolly alot more spec work, prolly a remake of the spec. Need to redo the medallion the handle, its unreadable now. All feedback and crits is much welcome.
I have just finished texturing the drone. I think I liked the word Drone better than Droid since drone can refer to a worker bee No Spec, just default spec in Max, with some dynamic lighting. Wilex, are you who I think you are? heh heh :poly124:
@felipefrango: Yeah, assuming that each normal/spec map matched up with only a specific diffuse. Diffuse Texture 7 would always be with Normal Texture 7 and Spec Texture 7; no other mixing. Of course, I can't think of a ton of reasons you'd want this many, but I don't think you should be limited to 4.
I've finished baking the gun, retoping everything, and I've added a few more maps (spec, spec colour, glow). I've also cleaned up a few things here and there and I'm going to start building the rig soon. If anyones got any crits or suggestions before I start skinning, I'd be glad to hear them :)
It's easier to crit if you turn off shading when sharing your hand painted models by the way. Decent start though. I'm wondering if you plan to use a spec map with this or if it's diffuse only. Even if you do make a spec map later I think it helps to paint in some lighting and specular into the diffuse map.
Thanks mate, I agree. Spec needs some love, and the whole thing needs a dirt and damage pass (ran out of time). However, I think I pushed the spec too far in Marmoset. When I get the time, I'll come back to this and fix/add some things (lack of whiskers bothers me).
So you rendered in Toolbag or Max? In toolbag you maybe need to increase the specularity intensity and sharpness to get the result you want. The same in Max! With your spec-/glossmap you only affect the setted spec-values. So maybe you could never get as glossy as you want, if these values are not very intense!