@Impala88: At the moment my current workflow for the specular is going over every single layer i have for my diffuse and yes, playing with levels, opacity, blending modes, contrast etc. I then add a few passes that are inexistent in the diffuse (such as scratches, patches of dirt (not too heavy) and so on). However i must…
Del: Thanks man! Fred2303: Cheers. I'll post some closeup shots soon. Darkleopard: haha thanks rockstar6:Thankyou garriola83: Thanks mate RiotForQuiet: Cheers. I've got some old timelapses I put on vimeo, but no female eyes. I'll have to do some new timelapses ;) joymepls: Thanks mate Started working on the diffuse. I've…
that is actually a very nice response rather then a rant or kick in the teeth :D so i think ill take the second advice and add some more plants, some bricks on the floor so it looks like the buildings are falling apart and moss on the walls. Also the idea with the well is really nice I'll definitely use that :D also ill…
It looks like the pivot for shotgun is in the wrong spot. In the case of the invisible model it normally means the name of the diffuse that was applied to the model when exported doesn't match the material name called out in the VMT file. The path and extension do not matter, but the name needs needs to match. For example…
I really dig this. At first, when I took a look at your diffuse map, I was really confused. To me, your diffuse map comes off as being almost a concrete texture. Then, in your FPS views, you have the really nice metal look. I'd imagine that's all in your spec map. I'm still trying to wrap my head around creating spec maps?…
Yes, the proportions look better now IMO. Are you doing a specular map for him? Because right now he looks like he is made of plastic. Also I think the diffuse and normals can be pushed a lot further. You should post your texture sheets to give us a better idea, but it seems that you need more color variation in the…
can you post the diffuse? and you should try a MULTIPLY node instead of the POWER node. I would say your diffuse probably has the specular highlight information in it which it should not but I could be wrong.You dont want the 2 maps fighting each other! Also your spec shouldn't be that dark, make sure you can see all of…
I'm sure this is something many of us have found themselves wanting at one point or another, so I thought: let's think about this together. I'm talking about being able to use the clone-brush on all of your different textures at once, so normal, spec, diffuse... This is something I've been thinking about for a long time…
Hey guys, I'm working on a co-op third-person shooter game project with some friends using Unity. The game is going to be toony and cel-shaded, using diffuse textures almost exclusively. I'm currently working on the game's weapons, so I thought I'd start a progress thread. The game has four weapons: pistol, assault rifle,…
Hey guys, I'm looking for a tutorial or some sort of rough guide to get me up and running with todays tech's for texturing. As far as I know you have your diffuse, spec, normal map and sub dermal and all that. I've been using max for quite a long time (3 years later - Ever since I was thirteen. That is the reason I'm just…