You're diffuse is fine it's your normal map and spec map that are really hurting you. You're normal map is too noisy in areas where it shouldn't and your normal map will influence the lighting of your surface and with it being noisy it hurts the reflectivity. so smooth out the normal map so that you are only getting…
Looks good mate, I personally think you need more space inbetween each of the vent like gaps (yeah I have no clue what you call them), it looks like I could snap them with my finger if I pushed at that width. On a texture side your high frequency detail is nice, but I would take the opacity down in the diffuse so you can…
@sketch81: Thanks! @dustinbrown: Yes, I have to fix that. I noticed that before but thanks for reminding me. @frell: I don't use any special brushes. I use the default round one sometimes and a square one at other times. I use very high transparency when painting in highlights/shadows(about 4 or 11 strength in DP3d).…
Basically yeah - An albedo (or albedoM as quixel calls it) texture using the metalness workflow stores the metal parts (as defined in the metalness map) specular information within the albedo. No albedo information for metals is needed, as they don't absorb light, so instead of wasting all that texture space with pure…
Zac beat me to it, nice article btw. But yeah, for any kind of material properties that play off the lighting you want it to be strong in your spec and only hinted at in your diffuse. Same with the sharp edge, the diffuse should be a dark grey and the spec should be almost pure white. While texturing with xoliul's i…
These were all for one of my five classes. I had a lot of fun and learned a lot but need to learn more. Crits are more than welcome. So here are a couple of textures I made in Zbrush using wrapmode, handpainted in Photoshop. Then put into the UDK Rat! Also done is Zbrush using Zspheres (bleh) then put onto a lowpoly, and…
Hey everybody, Here is another update on my John Slattery model. I have been working on the textures and the render for a couple days now and am starting to really enjoy my results. I still have a lot of adjustments to make on both the material and the textures. I am going to focus on: -Getting more spec around the eyelids…
1. We've seen issues with Intuos 3 tablets that we haven't been able to track down the cause of. What model is your tablet? 2. Depending on complexity of your document, and your computer specs performance may degrade if you have a lot of layers. Could you please send a hexels file that shows the poor performance issue…
Examples of my articles for managers: The Art of Documenting Art: http://www.jonjones.com/2009/11/26/the-art-of-documenting-art/ Speccing out contracts smArtly! aka Automatically Building Awesome Teams: http://www.jonjones.com/2009/02/08/speccing-out-contracts-smartly-aka-automatically-building-awesome-teams/ Outsourcing…
I like what you did, nice work =) Have the concept handy? What about in game "sized" screen shots? Crits: - The top turret seems a bit dense? - You could probably push the spec and diffuse a bit farther. You could use the spec to shine up some of the edges on the normal map. It looks like you might have done it a little?…