Here's a handpainted low poly treasure chest i created :) any feedback/critiques is welcome! the more the merrier as i'll be able to avoid making mistakes/habits in my future pieces! Thanks! [update] a friend of mine pointed out that i have both a bump and a normal and i should remove one but i realized i put bump on top…
So I have only really just started to try and make normal and spec maps properly and have read through the polycount wiki page for normal maps and tried taking that into consideration. This is for a uni assignment and my tutor wants to see that I can really understand normal and spec maps, but I did put a displacement and…
I think its a problem when your video card doesn't meet the min spec for nitrous, you need a geforce 300 or better to properly run Nitrous, if you're under that requirement you should probably revert back to the old standard display drivers. I don't think there is anything they can do for people running under the min spec…
and dont worry about pelt, its plenty useless if your going for game specs anyways. pelts only useful if youre doing a high end animation that needs every little detail on the texture. remember for games, you fake it till you make it. and OPTIMIZE! pelt uses up a lot of room for game spec unwraps. should try modeling first.
I do like how this is turning out. But, honestly I feel like you could have pushed the details more in the sculpt and they would of truly benefited the low poly. Also the colors feel a little flat at this point. Maybe toying around with the spec a little will help everything find its place? (maybe the details don't push as…
yeah, i'm aware of that.. my workflow is a massive psd file with groups for diff/normal/spec etc. and accordingly subgroups for organization. so if you're adding, say, scratches in the diffuse layer XYZ and want to 'mirror' them in your spec layer XYZ, you're copying selection masks to and fro all the time. not a big…
Once you do those changes make sure and go back in to give the diffuse some love. Since you have a normal you should do the spec as well. Just for the practice. Racer445 has a great tut on here for making metal look convincing plus he also shows you some good techniques for advance spec maps.
might want to put your email addy and URL on your images too. edit: about the art, you dont have to show the opacity maps. I wouldnt show those bump maps or spec maps either, since most of it is just noise, and the spec map for the knight is pretty much just the colour map with less saturation and higher contrast
wow this is really shaping up nicely, its great to see more and more weapons being up out that take advantage of spec and normals instead of always having painted lighting. only thing i would really do is maybe increase the contrast in the spec so it would perhaps read better in a 1st person view where it is fairly…
muuuch better. I don't know if you have a spec on there yet, but reflection tied into it would look dope, thats why KZ and R&C's metals seem so alive. just add a blurred cube map and a reflection vector to the spec and maybe to the diffuse and control them with a multiply and constant combo, looks money most the time and…