Thanks for the feedback. I had to rush to finish it for class on Thursday so I am not even close to happy with the textures. I don't really get how spec maps work in maya, because the scythes/bone are fairly white, and the rock is pretty dark with some white speckles and edge highlights in it. I might revisit this over…
yeah, these days most shaders seem to be doing their lighting in linear space, you should definitely work to a target implementation (if your end result will be marmoset toolbag, and you know toolbag applies spec in linear space, then don't color your spec in a way designed to compensate for the diffuse) wood and lacquer…
thx for the input guys. i think its a bit unanimous around the board. i realize i made a lot of mistakes in my UVs, as far as prioritizing my most dominant elements. also i realize my poly count is way to high. i guess i got a little to focussed on trying to make it look cool than desiging it for a game. also yes i am…
Oh. I love it. Maybe ease up a little on the AO, if it's on the diffuse I'd stay away from that (subjectively, seperate AO map looks best if you can afford it). I also feel like there's AO missing where I'd expect it to be, but eehhhh, I think something's missing in the maps altogether so it's probably that this is just a…
Since only diffuse and normal maps were only use i started work on the spec and gloss maps to make the skin more realistic... since i've only ever mae ba spec maps this was my chance to try and make a decent one and to make my first gloss map.. This is just a mray render using a 3 point lighting setup, but i need feedback…
You can actually set up Toolbag 2 to get very similar results to UE4, but you need to use the metalness map workflow, not the spec map workflow. Toolbag supports PBR with both workflows, but UE4 can only use the metalness workflow, the spec map input in UE4 doesn't really do what you would think it should there. More info:…
sltrOlsson - I use additional masks for those. Mostly every Diffuse has 2 more RGB textures which contain a set of b&w images in them (one b&w image per color channel= up to 6 images in 2 textures). This way I also put Spec in them as one of the channels since Spec can be grayscale for these materials. P.S.: there might be…
Tigerfeet: I don't ignore anybody's feedback. I appreciate anyone that takes the time to try to make my stuff better. I did start sculpting a roughed up version of the base, but didn't get it in for this pass. I wanted to get a diffuse and spec on there before I did my final bake so I could troubleshoot anything else that…
Toying with the rock material a bit today. I didn't like how the two previous textures were working out, so i ditched my least favorite and decided to make that texture have more of a hand painted quality. Found that simply zapping the spec and diffuse was the way to go and threw in a flat grey that matched the concept. I…
Well the first image is pre lighting build just to demonstrate how the specular looks better before building the lighting, which is why there are no shadows. This is what it currently looks like using dynamic lights post-built: But otherwise yeah, I think you make a good point in that it's probably better to be honest…