Hi Guys! @Fnitrox Thank you for the read, I will read it all o/ Your comment helped, belive me ;) @AlexCatMasterSupreme tinfoil, I google it cuz I never hear that word before, I'm not a native english speaker....anyway I understand your comment and thank you...! Poor Alpha, why people don't care about it :( I don't post…
Good job. Your spec map is acceptable under traditional game rendering techniques. However marmoset uses PBR. Correct use of specularity/reflectance and roughness/microsurface will really improve your model for your given renderer. You wouldn't tend to see colour in a physically based spec map with the materials you have.…
@AtlusZMH: it depends on how the engine streams the textures - and if it supports it. Otherwise you could look up or calculate the maximum texture space that is available in the scene. From that texture size substract weapon, gui and other regular stuff + take spec/ normal and difuse maps into account. I have seen some…
Yes the script bake the AO, the Bent, normal and cavities. But you have nothing to do because everything is already plugged in the compositor, Blender will take your maps and generate your greyscale. I have added some annotations on some nodes to adjust the AO, the top lighting from the bent. So you just have 3 textures to…
Thanks dude... I usually treat my game models as if they were going to be rendered at Film Quality...i normally use ZB for my texturing and I use AO and Cavity maps in my texturing. Here is a texture sheet for my vampire. I normally treat these as if i were painting human skin for a CG film. I also reference the look for…
Hey again folks! I'm still getting work done on this whenever I can. Besides the art side of things I'm also looking at gameplay at the moment. Between performance and gameplay limitations, I'm beginning to think that my initial plan for the level was a bit too large, so I'm looking at cutting out about 1/3 of the map,…
Yeah no problem, thats a good point! Ive actually been thinking about what I really want to achieve with this cyberpunk agent and for me it was kinda going to be a test of rendering and lighting in toolbag 3. So I wanted it to be current specs but Im actually thinking of just making him into a head and shoulders bust so…
Thanks for all the replies. I will try and break up the brick building more by adding trims. I will also be bumping up the spec as RexM suggested. I had thought about going zombie apocalypse but decided I want it closer to just a small section of a city before any disaster. I might go back after and create a post…
For the most part your materials are pretty solid and I'm really digging them. However there are spots where the light is shining on the surfaces and the spec mat is just a perfect highlight. I'd try adding some subtle cloudy texture to the spec or gloss, something to just barely offset the perfection. And in regards to…
Baking + Texturing I baked the hair from Paint Effects strokes onto a mesh that has the hair strands' UV layout as topology (without subdivision). Results were actually usable but I'm going to try FiberMesh next time for performance and control reasons: I created cages but difficult areas, as the mouth and the epicanthic…