Here is another update. I was out of town all weekend, so I didn't get to finish this up completely. I am not real happy with how the spec map is behaving. I can't tell if it is the map or just the lighting with the Xoliul shader. Either way, I haven't gotten the spec map where I want it yet.
When designing landing gear you need to consider multiple factors. What is the main use of the ship, how much is the dead weight and how much is the cargo capacity. But if you follow the specs in the concept it seems it is designed with the same specs as the current space shuttle so even if you design the exact same…
Great work, i cant really give anything but good critique on this piece. Just one very noobish question... I kinda get it why is the spec map for the skin blue, but what i don't understand why is the hair on the spec green ? (or it's not green and i should get my eyes checked :) ) Again sorry to drop in with these type of…
No Problem :) You dont need crazy specs to run ZB well. I have a i7 950, 12gb RAM and a GTX 460 768mb and everything is smooth as butter for me. I would say that 8gb of RAM is the min. amount that you want to have though, so upgrading to that would help a ton. What are your current system specs?
I really like this texture, the only problem I see that could happen is you have blue highlights near the edges but I would assume you are going to normal map this and make a spec map so it would look a little weird. Just make the normal/spec and import to see if any texture issues occur with the lighting.
Viewport rotation is pretty bad, first off its backwards, and then rotating up and down dosent really work, it only lets you do it to a slight angle which is pretty annoying. Otherwise seems to work, you should have some basic things in there like spec value, and spec sharpness. Also reload and unload texture buttons.
Nice lighting set up and spec work >.> *cough* agreed on putting up a close up shot. and once you get the high poly bake on there with the gears and bolts is should be looking ace! but on the spec side id paint in some places you want high lights, lighten up the edges that would be used the most ect. keep it up.
Stuff looks great, man. For the bat, while I have never really done a spec map before, maybe you could try darkening the bat a bit in the spec and leave the metal as is. If that doesn't work maybe try making the metal a bit brighter in the diffuse. For the parking machine did you make a high poly? Just curious...
Hi all, this is the same character I was working on a couple months back. I've managed to put a little more time into it. The spec could use some work, so I would appreciate any techniques you guys know for painting a nice spec map. The model is being done for a company portfolio, for Exis, hence the marking. Any thoughts…
I made this model to get some practise texturing, and I've stared myself blind on it now and I could use some input to be honest on whatever seems to be off. Anything is welcome! Its on about 600 tris, texture size is 1024x512 and it has a diffuse, spec and normal map. Was thinking about doing a gloss map but havent gotten…