What's happening is that when you plug your mask into the specular power you have a bunch of black so no matter how much you multiply it, it will still be zero so you will get super gloss in those uvs that fall in the black of the texture space. Try adding a float to your spec power mask to get those values working for…
Oh god. There's too much "next-gen" on that texture.. next-gen as in looking too busy with all the contrast going on. I don't think I could ever get those white reflections on rock irl even if I painted it white first :) So I think you should kill the spec map a little by making it less contrasty. Tbh I have no idea what…
Iron do you have any spec or normals on that dumpster? It looks like a mid-range poly dumpster without anything but a colour pass. How many tri's is that dumpster anyway? You cut back a serious amount of triangles on this piece quite a bit, and add in some spec & bump to really sell it. Right now its really flat looking,…
Finally... So, here's a screenshot of my lowpoly from UDK with some slight alterations in PS. The lowpoly is around 3500 tris. I have three textures of my own: a diffuse, a normal, and a spec (the diffuse and normal are 2k and the spec is 1k). I used a fractal normal from UDK to get rid of mirroring seams. I know that in a…
I'd say that it's currently the Spec and blood thats leeting this piece down. The spec is causing everything to look a bit plastic - very evident on the head in that last screen. The blood just isn't working for me. Try darkening it and removing a lot of the 'mist' you have going on on the blade. It looks very tacked on.…
[ QUOTE ] it lacks an AO map multiplied on top of the difuse. [/ QUOTE ] It's there, just subtle. Good stuff Fuse. The spec for the skin could use a bit more contrast overall. It seems like the range is just too narrow leaving him with pretty much the same spec value all over but nice touch with the sweat. The face feel…
still trying to improve my texturing so i made a Boombox, pretty simple : ) when complete, will have diffuse/normal/spec/alpha/emissive - and it currently weighs in at 399 tris some quick renders, doesn't have a proper spec map yet.. and the texture is what im currently focused on finishing soon (some of the colours are…
Rory- I am going to add a spec map, not sure about normal. I wasnt going to add one but I will see later. Thanks for the suggestion, I looked at the game and it does seem to fit quite well. foreverlost- Yea I already got the everything modelled that is in the concept so hopefully I can get it all textured and looking nice.…
Sorry that i havent update for long time but i was kinda busy :) @Pangarang: Yep it was my mistake, and i still dont know what i will end up with, next time i will make it better, and smarter. @robochrish: i know theres too many straight edges i will work on it, thanks for advice. Overall conclussion, here you can see pure…
I think you could work a bit yellow/green in to your walls/brick texture back there... that was the first thing that jumped out at me by comparison. Also, a detail "scuff" spec map for your floors are going to give you the biggest return for getting that to look more realistic... even though this is a clean place, people…