I'm glad you mentioned this since it was something I was wanting to confirm. So you can't see spec/bump updates in realtime as you paint? I'm yet to properly explore 3D texture painting in any app but it seems to be gaining popularity and becoming a increasingly important part of a game art workflow. I have 0 experience…
Guh....... Looks amazing! And that's some insane resolution! I think it'd look much more presentable with some scene lighting, though. Things like that really kick it up another notch. I like where the texture is going, but it'll really tie in with a complete spec map. EDIT: on second thought, leave the spec map, it works…
I'm not playing 'cause this game, which I should love more than an entire blenderful of puppies, runs like utter ass on my not-complete-ass system. It falls just below the recommended specs video card-wise by only 200 points of Nvidia, leaving it mostly-playable only on the Ugly setting. I wonder if I'm only one of many…
[ QUOTE ] is the game that good ? what are the specs ? i might get it to try it dunno... [/ QUOTE ] I don't know what the specs are but it ran great for me and my system is pretty old now. I have an Athlon 64 3200, 1.5g RAM, an Audigy, and a GeForce 7600 GT. It's crap for most modern games other than Source engine ones but…
Thanks for sharing. Your Mari tutorials are helpful too. I'm actually watching Justin Holt's Gnomon tutorials now. Awesome to know he was one of your mentors. Quick Mari process question, how did you do your spec and gloss channels. Did you start by duplicating spec channel, renamed it, and add something like a highpass…
Adjusted according to crits I received. Lighting re-done to have more pools of light (and get that lava to look hot!). Moved some meshes around, lowered the lava to match concept better. Scratches were minimized, re-adjusted my spec map, added some dirt to the floor (diff/spec). I might mess with the color-shift of the…
It confuses me. I just started texturing my characters this year. First I only used Diffuse and Normal maps. Then I learned to make Spec and Gloss maps as well. (with spec in color instead of black&white depending on what color it reflects) And.... that's kinda where I am at now. Is that like... what... half PBR ? the Old…
Hey 9th, this is how I handled the gold on my weapon, I'm pretty happy with how it turned out in engine too. The diffuse is pretty much just dark saturated AO, with more saturation in the shadows. There is very little range in the spec except the nicks which have crud in them. The normal detail matches all the darks/lights…
I just realized I really don't like the scratches on the blade... I'll probably end up either removing them entirely or atleast removing most of it. That part is detachable I think. Is this the part you mean? Here are the texture sheets. I'm currently using the same map for spec and gloss, but obviously that's only…
Bek - Thanks for the crit! Very much appreciated. I was already thinking of adding more grime to the pants. I will have to take a look at breaking up the skin.. any suggestions? I'm at a loss. Here's an update: *EDIT* I haven't really touched a spec map yet.. just copied info from the crown over to give it a yellow spec…